Merge remote-tracking branch 'refs/remotes/Citadel-Station-13/master' into crewobjectivesandmiscreants

This commit is contained in:
deathride58
2017-10-04 20:18:03 -04:00
182 changed files with 4226 additions and 3618 deletions
+14
View File
@@ -60,3 +60,17 @@
/datum/server_tools_command/adminwho/Run(sender, params)
return ircadminwho()
GLOBAL_LIST(round_end_notifiees)
/datum/server_tools_command/notify
name = "notify"
help_text = "Pings the invoker when the round ends"
admin_only = TRUE
/datum/server_tools_command/notify/Run(sender, params)
if(!SSticker.IsRoundInProgress() && SSticker.HasRoundStarted())
return "[sender], the round has already ended!"
LAZYINITLIST(GLOB.round_end_notifiees)
GLOB.round_end_notifiees[sender] = TRUE
return "I will notify [sender] when the round ends."
+1 -1
View File
@@ -530,7 +530,7 @@
else
dat += "<tr><td><a href='?_src_=vars;[HrefToken()];Vars=\ref[brother]'>[brother.name]([brother.key])</a><i>Brother body destroyed!</i></td>"
dat += "<td><A href='?priv_msg=[brother.key]'>PM</A></td></tr>"
dat += "</table>"
dat += "</table>"
if(SSticker.mode.abductors.len)
dat += "<br><table cellspacing=5><tr><td><B>Abductors</B></td><td></td><td></td></tr>"
+1 -1
View File
@@ -242,7 +242,7 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new)
/datum/admin_help/proc/LinkedReplyName(ref_src)
if(!ref_src)
ref_src = "\ref[src]"
return "<A HREF='?_src_=holder;[HrefToken()];ahelp=[ref_src];ahelp_action=reply'>[initiator_key_name]</A>"
return "<A HREF='?_src_=holder;[HrefToken(TRUE)];ahelp=[ref_src];ahelp_action=reply'>[initiator_key_name]</A>"
//private
/datum/admin_help/proc/TicketHref(msg, ref_src, action = "ticket")
+36 -36
View File
@@ -28,6 +28,22 @@
popup.set_content(dat)
popup.open()
/datum/admins/proc/isReadytoRumble(mob/living/carbon/human/applicant, targetrole, onstation = TRUE, conscious = TRUE)
if(applicant.mind.special_role)
return FALSE
if(!(targetrole in applicant.client.prefs.be_special))
return FALSE
if(onstation)
var/turf/T = get_turf(applicant)
if(!(T.z in GLOB.station_z_levels))
return FALSE
if(conscious && applicant.stat) //incase you don't care about a certain antag being unconcious when made, ie if they have selfhealing abilities.
return FALSE
if(!considered_alive(applicant.mind) || considered_afk(applicant.mind)) //makes sure the player isn't a zombie, brain, or just afk all together
return FALSE
return (!jobban_isbanned(applicant, targetrole) && !jobban_isbanned(applicant, "Syndicate"))
/datum/admins/proc/makeTraitors()
var/datum/game_mode/traitor/temp = new
@@ -41,14 +57,10 @@
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in GLOB.player_list)
if(ROLE_TRAITOR in applicant.client.prefs.be_special)
if(!applicant.stat)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, ROLE_TRAITOR) && !jobban_isbanned(applicant, "Syndicate"))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(isReadytoRumble(applicant, ROLE_TRAITOR, FALSE))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(candidates.len)
var/numTraitors = min(candidates.len, 3)
@@ -77,13 +89,10 @@
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in GLOB.player_list)
if(ROLE_CHANGELING in applicant.client.prefs.be_special)
var/turf/T = get_turf(applicant)
if(applicant.stat == CONSCIOUS && applicant.mind && !applicant.mind.special_role && (T.z in GLOB.station_z_levels))
if(!jobban_isbanned(applicant, ROLE_CHANGELING) && !jobban_isbanned(applicant, "Syndicate"))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(isReadytoRumble(applicant, ROLE_CHANGELING))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(candidates.len)
var/numChanglings = min(candidates.len, 3)
@@ -110,13 +119,10 @@
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in GLOB.player_list)
if(ROLE_REV in applicant.client.prefs.be_special)
var/turf/T = get_turf(applicant)
if(applicant.stat == CONSCIOUS && applicant.mind && !applicant.mind.special_role && (T.z in GLOB.station_z_levels))
if(!jobban_isbanned(applicant, ROLE_REV) && !jobban_isbanned(applicant, "Syndicate"))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(isReadytoRumble(applicant, ROLE_REV))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(candidates.len)
var/numRevs = min(candidates.len, 3)
@@ -152,13 +158,10 @@
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in GLOB.player_list)
if(ROLE_CULTIST in applicant.client.prefs.be_special)
var/turf/T = get_turf(applicant)
if(applicant.stat == CONSCIOUS && applicant.mind && !applicant.mind.special_role && (T.z in GLOB.station_z_levels))
if(!jobban_isbanned(applicant, ROLE_CULTIST) && !jobban_isbanned(applicant, "Syndicate"))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(isReadytoRumble(applicant, ROLE_CULTIST))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(candidates.len)
var/numCultists = min(candidates.len, 4)
@@ -185,13 +188,10 @@
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in GLOB.player_list)
if(ROLE_SERVANT_OF_RATVAR in applicant.client.prefs.be_special)
var/turf/T = get_turf(applicant)
if(applicant.stat == CONSCIOUS && applicant.mind && !applicant.mind.special_role && (T.z in GLOB.station_z_levels))
if(!jobban_isbanned(applicant, ROLE_SERVANT_OF_RATVAR) && !jobban_isbanned(applicant, "Syndicate"))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(isReadytoRumble(applicant, ROLE_SERVANT_OF_RATVAR))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(candidates.len)
var/numCultists = min(candidates.len, 4)
+1 -2
View File
@@ -92,8 +92,7 @@
if(SSevents.holidays && SSevents.holidays[APRIL_FOOLS])
pitch = pick(0.5, 0.7, 0.8, 0.85, 0.9, 0.95, 1.1, 1.2, 1.4, 1.6, 2.0, 2.5)
to_chat(src, "You feel the Honkmother messing with your song...")
SSblackbox.add_details("played_url", web_sound_input)
SSblackbox.add_details("played_url", "[web_sound_input]|[ckey]")
log_admin("[key_name(src)] played web sound: [web_sound_input]")
message_admins("[key_name(src)] played web sound: [web_sound_input]")
else
@@ -49,7 +49,7 @@
icon = 'icons/effects/fire.dmi'
icon_state = "1"
layer = ABOVE_OPEN_TURF_LAYER
light_range = 3
light_range = LIGHT_RANGE_FIRE
light_color = LIGHT_COLOR_FIRE
var/volume = 125
@@ -175,3 +175,15 @@
..()
if(isliving(L))
L.fire_act(temperature, volume)
/obj/effect/dummy/fire
name = "fire"
desc = "OWWWWWW. IT BURNS. Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = LIGHT_COLOR_FIRE
light_range = LIGHT_RANGE_FIRE
/obj/effect/dummy/fire/Initialize()
. = ..()
if(!isliving(loc))
qdel(src)
@@ -5,7 +5,7 @@ It's like a regular ol' straight pipe, but you can turn it on and off.
/obj/machinery/atmospherics/components/binary/valve
icon_state = "mvalve_map"
name = "manual valve"
desc = "A pipe valve"
desc = "A pipe with a valve that can be used to disable flow of gas through it."
can_unwrench = TRUE
@@ -1,6 +1,7 @@
/obj/machinery/atmospherics/components/trinary/filter
name = "gas filter"
icon_state = "filter_off"
desc = "Very useful for filtering gasses."
density = FALSE
can_unwrench = TRUE
var/on = FALSE
@@ -4,6 +4,7 @@
name = "gas mixer"
can_unwrench = TRUE
desc = "Very useful for mixing gasses."
var/on = FALSE
@@ -5,6 +5,7 @@
icon_state = "vent_map"
density = FALSE
anchored=1
desc = "This may be needed some day."
var/on = FALSE
var/volume_rate = 800
+1 -1
View File
@@ -48,7 +48,7 @@
if(pockets && over_object == M)
return pockets.MouseDrop(over_object)
if(istype(usr.loc, /obj/mecha)) // stops inventory actions in a mech
if(ismecha(M.loc)) // stops inventory actions in a mech
return
if(!M.incapacitated() && loc == M && istype(over_object, /obj/screen/inventory/hand))
+1 -1
View File
@@ -283,7 +283,7 @@
/obj/item/clothing/head/crown/fancy
name = "magnificent crown"
desc = "A crown worn by only the highest emperors of the land."
desc = "A crown worn by only the highest emperors of the <s>land</s> space."
icon_state = "fancycrown"
/obj/item/clothing/head/scarecrow_hat
@@ -151,6 +151,16 @@
desc = "A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty."
icon_state = "bronze_heart"
/obj/item/clothing/accessory/medal/ribbon
name = "ribbon"
desc = "A ribbon"
icon_state = "cargo"
item_color = "cargo"
/obj/item/clothing/accessory/medal/ribbon/cargo
name = "\"cargo tech of the shift\" award"
desc = "An award bestowed only upon those cargotechs who have exhibited devotion to their duty in keeping with the highest traditions of Cargonia."
/obj/item/clothing/accessory/medal/silver
name = "silver medal"
desc = "A silver medal."
+25 -28
View File
@@ -1,28 +1,25 @@
/datum/round_event_control/carp_migration
name = "Carp Migration"
typepath = /datum/round_event/carp_migration
weight = 15
min_players = 2
earliest_start = 6000
max_occurrences = 6
/datum/round_event/carp_migration
announceWhen = 3
startWhen = 50
/datum/round_event/carp_migration/setup()
startWhen = rand(40, 60)
/datum/round_event/carp_migration/announce()
priority_announce("Unknown biological entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
/datum/round_event/carp_migration/start()
for(var/obj/effect/landmark/C in GLOB.landmarks_list)
if(C.name == "carpspawn")
if(prob(95))
new /mob/living/simple_animal/hostile/carp(C.loc)
else
new /mob/living/simple_animal/hostile/carp/megacarp(C.loc)
/datum/round_event_control/carp_migration
name = "Carp Migration"
typepath = /datum/round_event/carp_migration
weight = 15
min_players = 2
earliest_start = 6000
max_occurrences = 6
/datum/round_event/carp_migration
announceWhen = 3
startWhen = 50
/datum/round_event/carp_migration/setup()
startWhen = rand(40, 60)
/datum/round_event/carp_migration/announce()
priority_announce("Unknown biological entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
/datum/round_event/carp_migration/start()
for(var/obj/effect/landmark/carpspawn/C in GLOB.landmarks_list)
if(prob(95))
new /mob/living/simple_animal/hostile/carp(C.loc)
else
new /mob/living/simple_animal/hostile/carp/megacarp(C.loc)
+36 -36
View File
@@ -1,36 +1,36 @@
/datum/round_event_control/electrical_storm
name = "Electrical Storm"
typepath = /datum/round_event/electrical_storm
earliest_start = 6000
min_players = 5
weight = 40
alertadmins = 0
/datum/round_event/electrical_storm
var/lightsoutAmount = 1
var/lightsoutRange = 25
announceWhen = 1
/datum/round_event/electrical_storm/announce()
priority_announce("An electrical storm has been detected in your area, please repair potential electronic overloads.", "Electrical Storm Alert")
/datum/round_event/electrical_storm/start()
var/list/epicentreList = list()
for(var/i=1, i <= lightsoutAmount, i++)
var/list/possibleEpicentres = list()
for(var/obj/effect/landmark/newEpicentre in GLOB.landmarks_list)
if(newEpicentre.name == "lightsout" && !(newEpicentre in epicentreList))
possibleEpicentres += newEpicentre
if(possibleEpicentres.len)
epicentreList += pick(possibleEpicentres)
else
break
if(!epicentreList.len)
return
for(var/obj/effect/landmark/epicentre in epicentreList)
for(var/obj/machinery/power/apc/apc in urange(lightsoutRange, epicentre))
apc.overload_lighting()
/datum/round_event_control/electrical_storm
name = "Electrical Storm"
typepath = /datum/round_event/electrical_storm
earliest_start = 6000
min_players = 5
weight = 40
alertadmins = 0
/datum/round_event/electrical_storm
var/lightsoutAmount = 1
var/lightsoutRange = 25
announceWhen = 1
/datum/round_event/electrical_storm/announce()
priority_announce("An electrical storm has been detected in your area, please repair potential electronic overloads.", "Electrical Storm Alert")
/datum/round_event/electrical_storm/start()
var/list/epicentreList = list()
for(var/i=1, i <= lightsoutAmount, i++)
var/list/possibleEpicentres = list()
for(var/obj/effect/landmark/lightsout/newEpicentre in GLOB.landmarks_list)
if(!(newEpicentre in epicentreList))
possibleEpicentres += newEpicentre
if(possibleEpicentres.len)
epicentreList += pick(possibleEpicentres)
else
break
if(!epicentreList.len)
return
for(var/obj/effect/landmark/epicentre in epicentreList)
for(var/obj/machinery/power/apc/apc in urange(lightsoutRange, epicentre))
apc.overload_lighting()
+136 -137
View File
@@ -1,138 +1,137 @@
/datum/round_event_control/spooky
name = "2 SPOOKY! (Halloween)"
holidayID = HALLOWEEN
typepath = /datum/round_event/spooky
weight = -1 //forces it to be called, regardless of weight
max_occurrences = 1
earliest_start = 0
/datum/round_event/spooky/start()
..()
for(var/mob/living/carbon/human/H in GLOB.mob_list)
var/obj/item/storage/backpack/b = locate() in H.contents
new /obj/item/storage/spooky(b)
if(ishuman(H) || islizard(H))
if(prob(50))
H.set_species(/datum/species/skeleton)
else
H.set_species(/datum/species/zombie)
for(var/mob/living/simple_animal/pet/dog/corgi/Ian/Ian in GLOB.mob_list)
Ian.place_on_head(new /obj/item/bedsheet(Ian))
for(var/mob/living/simple_animal/parrot/Poly/Poly in GLOB.mob_list)
new /mob/living/simple_animal/parrot/Poly/ghost(Poly.loc)
qdel(Poly)
/datum/round_event/spooky/announce()
priority_announce(pick("RATTLE ME BONES!","THE RIDE NEVER ENDS!", "A SKELETON POPS OUT!", "SPOOKY SCARY SKELETONS!", "CREWMEMBERS BEWARE, YOU'RE IN FOR A SCARE!") , "THE CALL IS COMING FROM INSIDE THE HOUSE")
//Eyeball migration
/datum/round_event_control/carp_migration/eyeballs
name = "Eyeball Migration"
typepath = /datum/round_event/carp_migration/eyeballs
holidayID = HALLOWEEN
weight = 25
earliest_start = 0
/datum/round_event/carp_migration/eyeballs/start()
for(var/obj/effect/landmark/C in GLOB.landmarks_list)
if(C.name == "carpspawn")
new /mob/living/simple_animal/hostile/carp/eyeball(C.loc)
//Pumpking meteors waves
/datum/round_event_control/meteor_wave/spooky
name = "Pumpkin Wave"
typepath = /datum/round_event/meteor_wave/spooky
holidayID = HALLOWEEN
weight = 20
max_occurrences = 2
/datum/round_event/meteor_wave/spooky
endWhen = 40
/datum/round_event/meteor_wave/spooky/tick()
if(IsMultiple(activeFor, 4))
spawn_meteors(3, GLOB.meteorsSPOOKY) //meteor list types defined in gamemode/meteor/meteors.dm
//Creepy clown invasion
/datum/round_event_control/creepy_clowns
name = "Clowns"
typepath = /datum/round_event/creepy_clowns
holidayID = HALLOWEEN
weight = 20
earliest_start = 0
/datum/round_event/creepy_clowns
endWhen = 40
/datum/round_event/creepy_clowns/start()
for(var/mob/living/carbon/human/H in GLOB.living_mob_list)
if(!H.client || !istype(H))
return
to_chat(H, "<span class='danger'>Honk...</span>")
/datum/round_event_control/spooky
name = "2 SPOOKY! (Halloween)"
holidayID = HALLOWEEN
typepath = /datum/round_event/spooky
weight = -1 //forces it to be called, regardless of weight
max_occurrences = 1
earliest_start = 0
/datum/round_event/spooky/start()
..()
for(var/mob/living/carbon/human/H in GLOB.mob_list)
var/obj/item/storage/backpack/b = locate() in H.contents
new /obj/item/storage/spooky(b)
if(ishuman(H) || islizard(H))
if(prob(50))
H.set_species(/datum/species/skeleton)
else
H.set_species(/datum/species/zombie)
for(var/mob/living/simple_animal/pet/dog/corgi/Ian/Ian in GLOB.mob_list)
Ian.place_on_head(new /obj/item/bedsheet(Ian))
for(var/mob/living/simple_animal/parrot/Poly/Poly in GLOB.mob_list)
new /mob/living/simple_animal/parrot/Poly/ghost(Poly.loc)
qdel(Poly)
/datum/round_event/spooky/announce()
priority_announce(pick("RATTLE ME BONES!","THE RIDE NEVER ENDS!", "A SKELETON POPS OUT!", "SPOOKY SCARY SKELETONS!", "CREWMEMBERS BEWARE, YOU'RE IN FOR A SCARE!") , "THE CALL IS COMING FROM INSIDE THE HOUSE")
//Eyeball migration
/datum/round_event_control/carp_migration/eyeballs
name = "Eyeball Migration"
typepath = /datum/round_event/carp_migration/eyeballs
holidayID = HALLOWEEN
weight = 25
earliest_start = 0
/datum/round_event/carp_migration/eyeballs/start()
for(var/obj/effect/landmark/carpspawn/C in GLOB.landmarks_list)
new /mob/living/simple_animal/hostile/carp/eyeball(C.loc)
//Pumpking meteors waves
/datum/round_event_control/meteor_wave/spooky
name = "Pumpkin Wave"
typepath = /datum/round_event/meteor_wave/spooky
holidayID = HALLOWEEN
weight = 20
max_occurrences = 2
/datum/round_event/meteor_wave/spooky
endWhen = 40
/datum/round_event/meteor_wave/spooky/tick()
if(IsMultiple(activeFor, 4))
spawn_meteors(3, GLOB.meteorsSPOOKY) //meteor list types defined in gamemode/meteor/meteors.dm
//Creepy clown invasion
/datum/round_event_control/creepy_clowns
name = "Clowns"
typepath = /datum/round_event/creepy_clowns
holidayID = HALLOWEEN
weight = 20
earliest_start = 0
/datum/round_event/creepy_clowns
endWhen = 40
/datum/round_event/creepy_clowns/start()
for(var/mob/living/carbon/human/H in GLOB.living_mob_list)
if(!H.client || !istype(H))
return
to_chat(H, "<span class='danger'>Honk...</span>")
SEND_SOUND(H, sound('sound/spookoween/scary_clown_appear.ogg'))
var/turf/T = get_turf(H)
if(T)
new /obj/effect/hallucination/simple/clown(T, H, 50)
/datum/round_event/creepy_clowns/tick()
if(IsMultiple(activeFor, 4))
for(var/mob/living/carbon/human/H in GLOB.living_mob_list)
if (prob(66))
playsound(H.loc, pick('sound/spookoween/scary_horn.ogg','sound/spookoween/scary_horn2.ogg', 'sound/spookoween/scary_horn3.ogg'), 100, 1)
if (prob(33))
var/turf/T = get_turf(H)
if(T)
new /obj/effect/hallucination/simple/clown(T, H, 25)
else if (prob(25))
var/turf/T = get_turf(H)
if(T)
new /obj/effect/hallucination/simple/clown/scary(T, H, 25)
else if (prob(5))
var/turf/T = get_turf(H)
if(T)
spawn_atom_to_turf(/obj/effect/mob_spawn/human/clown/corpse, H, 1)
else if (prob(1))
spawn_atom_to_turf(/mob/living/simple_animal/hostile/retaliate/clown, H, 1)
/datum/round_event/creepy_clowns/announce()
priority_announce("Honk... Honk... honk... HONK! HONK! HONKHONKHONKHONKHONK", "HONK!", 'sound/spookoween/scary_horn.ogg')
//spooky foods (you can't actually make these when it's not halloween)
/obj/item/reagent_containers/food/snacks/sugarcookie/spookyskull
name = "skull cookie"
desc = "Spooky! It's got delicious calcium flavouring!"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "skeletoncookie"
/obj/item/reagent_containers/food/snacks/sugarcookie/spookycoffin
name = "coffin cookie"
desc = "Spooky! It's got delicious coffee flavouring!"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "coffincookie"
//spooky items
/obj/item/storage/spooky
name = "trick-o-treat bag"
desc = "A pumpkin-shaped bag that holds all sorts of goodies!"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "treatbag"
/obj/item/storage/spooky/New()
..()
for(var/distrobuteinbag=0 to 5)
var/type = pick(/obj/item/reagent_containers/food/snacks/sugarcookie/spookyskull,
/obj/item/reagent_containers/food/snacks/sugarcookie/spookycoffin,
/obj/item/reagent_containers/food/snacks/candy_corn,
/obj/item/reagent_containers/food/snacks/candy,
/obj/item/reagent_containers/food/snacks/candiedapple,
/obj/item/reagent_containers/food/snacks/chocolatebar,
/obj/item/organ/brain ) // OH GOD THIS ISN'T CANDY!
new type(src)
/obj/item/card/emag/halloween
name = "hack-o'-lantern"
desc = "It's a pumpkin with a cryptographic sequencer sticking out."
icon_state = "hack_o_lantern"
var/turf/T = get_turf(H)
if(T)
new /obj/effect/hallucination/simple/clown(T, H, 50)
/datum/round_event/creepy_clowns/tick()
if(IsMultiple(activeFor, 4))
for(var/mob/living/carbon/human/H in GLOB.living_mob_list)
if (prob(66))
playsound(H.loc, pick('sound/spookoween/scary_horn.ogg','sound/spookoween/scary_horn2.ogg', 'sound/spookoween/scary_horn3.ogg'), 100, 1)
if (prob(33))
var/turf/T = get_turf(H)
if(T)
new /obj/effect/hallucination/simple/clown(T, H, 25)
else if (prob(25))
var/turf/T = get_turf(H)
if(T)
new /obj/effect/hallucination/simple/clown/scary(T, H, 25)
else if (prob(5))
var/turf/T = get_turf(H)
if(T)
spawn_atom_to_turf(/obj/effect/mob_spawn/human/clown/corpse, H, 1)
else if (prob(1))
spawn_atom_to_turf(/mob/living/simple_animal/hostile/retaliate/clown, H, 1)
/datum/round_event/creepy_clowns/announce()
priority_announce("Honk... Honk... honk... HONK! HONK! HONKHONKHONKHONKHONK", "HONK!", 'sound/spookoween/scary_horn.ogg')
//spooky foods (you can't actually make these when it's not halloween)
/obj/item/reagent_containers/food/snacks/sugarcookie/spookyskull
name = "skull cookie"
desc = "Spooky! It's got delicious calcium flavouring!"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "skeletoncookie"
/obj/item/reagent_containers/food/snacks/sugarcookie/spookycoffin
name = "coffin cookie"
desc = "Spooky! It's got delicious coffee flavouring!"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "coffincookie"
//spooky items
/obj/item/storage/spooky
name = "trick-o-treat bag"
desc = "A pumpkin-shaped bag that holds all sorts of goodies!"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "treatbag"
/obj/item/storage/spooky/New()
..()
for(var/distrobuteinbag=0 to 5)
var/type = pick(/obj/item/reagent_containers/food/snacks/sugarcookie/spookyskull,
/obj/item/reagent_containers/food/snacks/sugarcookie/spookycoffin,
/obj/item/reagent_containers/food/snacks/candy_corn,
/obj/item/reagent_containers/food/snacks/candy,
/obj/item/reagent_containers/food/snacks/candiedapple,
/obj/item/reagent_containers/food/snacks/chocolatebar,
/obj/item/organ/brain ) // OH GOD THIS ISN'T CANDY!
new type(src)
/obj/item/card/emag/halloween
name = "hack-o'-lantern"
desc = "It's a pumpkin with a cryptographic sequencer sticking out."
icon_state = "hack_o_lantern"
+2 -3
View File
@@ -16,9 +16,8 @@
var/mob/dead/selected = pick_n_take(candidates)
var/list/spawn_locs = list()
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(L.name in list("ninjaspawn","carpspawn"))
spawn_locs += L.loc
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
spawn_locs += L.loc
if(!spawn_locs.len)
return MAP_ERROR
+5 -6
View File
@@ -16,12 +16,11 @@
priority_announce("Unknown magical entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
/datum/round_event/wizard/magicarp/start()
for(var/obj/effect/landmark/C in GLOB.landmarks_list)
if(C.name == "carpspawn")
if(prob(5))
new /mob/living/simple_animal/hostile/carp/ranged/chaos(C.loc)
else
new /mob/living/simple_animal/hostile/carp/ranged(C.loc)
for(var/obj/effect/landmark/carpspawn/C in GLOB.landmarks_list)
if(prob(5))
new /mob/living/simple_animal/hostile/carp/ranged/chaos(C.loc)
else
new /mob/living/simple_animal/hostile/carp/ranged(C.loc)
/mob/living/simple_animal/hostile/carp/ranged
name = "magicarp"
+3 -8
View File
@@ -26,7 +26,7 @@
for(var/i = 1, i <= number_of_wormholes, i++)
var/turf/T = pick(pick_turfs)
wormholes += new /obj/effect/portal/wormhole(T, null, 300, null, FALSE)
wormholes += new /obj/effect/portal/wormhole(T, null, 0, null, FALSE)
/datum/round_event/wormholes/announce()
priority_announce("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert", 'sound/ai/spanomalies.ogg')
@@ -40,6 +40,7 @@
/datum/round_event/wormholes/end()
QDEL_LIST(wormholes)
wormholes = null
/obj/effect/portal/wormhole
name = "wormhole"
@@ -48,17 +49,11 @@
icon_state = "anom"
mech_sized = TRUE
/obj/effect/portal/wormhole/attack_hand(mob/user)
teleport(user)
/obj/effect/portal/wormhole/attackby(obj/item/I, mob/user, params)
teleport(user)
/obj/effect/portal/wormhole/teleport(atom/movable/M)
if(istype(M, /obj/effect)) //sparks don't teleport
return
if(M.anchored)
if(!(istype(M, /obj/mecha) && mech_sized))
if(!(ismecha(M) && mech_sized))
return
if(ismovableatom(M))
@@ -185,7 +185,9 @@
/obj/item/reagent_containers/food/snacks/monkeycube/proc/Expand()
visible_message("<span class='notice'>[src] expands!</span>")
new /mob/living/carbon/monkey(get_turf(src))
var/mob/spammer = get_mob_by_key(src.fingerprintslast)
var/mob/living/carbon/monkey/bananas = new(get_turf(src))
bananas.log_message("Spawned via [src] at [COORD(src)], Last attached mob: [key_name(spammer)].", INDIVIDUAL_ATTACK_LOG)
qdel(src)
/obj/item/reagent_containers/food/snacks/enchiladas
+4 -4
View File
@@ -17,9 +17,9 @@
resistance_flags = FLAMMABLE
origin_tech = "biotech=1"
/obj/item/reagent_containers/food/snacks/grown/New(newloc, var/obj/item/seeds/new_seed = null)
tastes = list(name = 1) // apples taste of apple, silly.
..()
/obj/item/reagent_containers/food/snacks/grown/Initialize(mapload, obj/item/seeds/new_seed)
. = ..()
tastes = list("[name]" = 1) // apples taste of apple, silly.
if(new_seed)
seed = new_seed.Copy()
else if(ispath(seed))
@@ -35,7 +35,7 @@
if(seed)
for(var/datum/plant_gene/trait/T in seed.genes)
T.on_new(src, newloc)
T.on_new(src, loc)
seed.prepare_result(src)
transform *= TransformUsingVariable(seed.potency, 100, 0.5) //Makes the resulting produce's sprite larger or smaller based on potency!
add_juice()
+64 -64
View File
@@ -1,64 +1,64 @@
// **********************
// Other harvested materials from plants (that are not food)
// **********************
/obj/item/grown // Grown weapons
name = "grown_weapon"
icon = 'icons/obj/hydroponics/harvest.dmi'
resistance_flags = FLAMMABLE
var/obj/item/seeds/seed = null // type path, gets converted to item on New(). It's safe to assume it's always a seed item.
/obj/item/grown/New(newloc, var/obj/item/seeds/new_seed = null)
..()
create_reagents(50)
if(new_seed)
seed = new_seed.Copy()
else if(ispath(seed))
// This is for adminspawn or map-placed growns. They get the default stats of their seed type.
seed = new seed()
seed.adjust_potency(50-seed.potency)
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
if(seed)
for(var/datum/plant_gene/trait/T in seed.genes)
T.on_new(src, newloc)
if(istype(src, seed.product)) // no adding reagents if it is just a trash item
seed.prepare_result(src)
transform *= TransformUsingVariable(seed.potency, 100, 0.5)
add_juice()
/obj/item/grown/attackby(obj/item/O, mob/user, params)
..()
if (istype(O, /obj/item/device/plant_analyzer))
var/msg = "<span class='info'>*---------*\n This is \a <span class='name'>[src]</span>\n"
if(seed)
msg += seed.get_analyzer_text()
msg += "</span>"
to_chat(usr, msg)
return
/obj/item/grown/proc/add_juice()
if(reagents)
return 1
return 0
/obj/item/grown/Crossed(atom/movable/AM)
if(seed)
for(var/datum/plant_gene/trait/T in seed.genes)
T.on_cross(src, AM)
..()
/obj/item/grown/throw_impact(atom/hit_atom)
if(!..()) //was it caught by a mob?
if(seed)
for(var/datum/plant_gene/trait/T in seed.genes)
T.on_throw_impact(src, hit_atom)
/obj/item/grown/microwave_act(obj/machine/microwave/M)
return
// **********************
// Other harvested materials from plants (that are not food)
// **********************
/obj/item/grown // Grown weapons
name = "grown_weapon"
icon = 'icons/obj/hydroponics/harvest.dmi'
resistance_flags = FLAMMABLE
var/obj/item/seeds/seed = null // type path, gets converted to item on New(). It's safe to assume it's always a seed item.
/obj/item/grown/Initialize(newloc, obj/item/seeds/new_seed)
. = ..()
create_reagents(50)
if(new_seed)
seed = new_seed.Copy()
else if(ispath(seed))
// This is for adminspawn or map-placed growns. They get the default stats of their seed type.
seed = new seed()
seed.adjust_potency(50-seed.potency)
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
if(seed)
for(var/datum/plant_gene/trait/T in seed.genes)
T.on_new(src, newloc)
if(istype(src, seed.product)) // no adding reagents if it is just a trash item
seed.prepare_result(src)
transform *= TransformUsingVariable(seed.potency, 100, 0.5)
add_juice()
/obj/item/grown/attackby(obj/item/O, mob/user, params)
..()
if (istype(O, /obj/item/device/plant_analyzer))
var/msg = "<span class='info'>*---------*\n This is \a <span class='name'>[src]</span>\n"
if(seed)
msg += seed.get_analyzer_text()
msg += "</span>"
to_chat(usr, msg)
return
/obj/item/grown/proc/add_juice()
if(reagents)
return 1
return 0
/obj/item/grown/Crossed(atom/movable/AM)
if(seed)
for(var/datum/plant_gene/trait/T in seed.genes)
T.on_cross(src, AM)
..()
/obj/item/grown/throw_impact(atom/hit_atom)
if(!..()) //was it caught by a mob?
if(seed)
for(var/datum/plant_gene/trait/T in seed.genes)
T.on_throw_impact(src, hit_atom)
/obj/item/grown/microwave_act(obj/machine/microwave/M)
return
+323 -320
View File
@@ -1,320 +1,323 @@
/* Library Items
*
* Contains:
* Bookcase
* Book
* Barcode Scanner
*/
/*
* Bookcase
*/
/obj/structure/bookcase
name = "bookcase"
icon = 'icons/obj/library.dmi'
icon_state = "bookempty"
anchored = FALSE
density = TRUE
opacity = 0
resistance_flags = FLAMMABLE
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
var/state = 0
var/list/allowed_books = list(/obj/item/book, /obj/item/spellbook, /obj/item/storage/book) //Things allowed in the bookcase
/obj/structure/bookcase/Initialize(mapload)
. = ..()
if(!mapload)
return
state = 2
icon_state = "book-0"
anchored = TRUE
for(var/obj/item/I in loc)
if(istype(I, /obj/item/book))
I.loc = src
update_icon()
/obj/structure/bookcase/attackby(obj/item/I, mob/user, params)
switch(state)
if(0)
if(istype(I, /obj/item/wrench))
playsound(loc, I.usesound, 100, 1)
if(do_after(user, 20*I.toolspeed, target = src))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
anchored = TRUE
state = 1
if(istype(I, /obj/item/crowbar))
playsound(loc, I.usesound, 100, 1)
if(do_after(user, 20*I.toolspeed, target = src))
to_chat(user, "<span class='notice'>You pry the frame apart.</span>")
deconstruct(TRUE)
if(1)
if(istype(I, /obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/W = I
if(W.get_amount() >= 2)
W.use(2)
to_chat(user, "<span class='notice'>You add a shelf.</span>")
state = 2
icon_state = "book-0"
if(istype(I, /obj/item/wrench))
playsound(loc, I.usesound, 100, 1)
to_chat(user, "<span class='notice'>You unwrench the frame.</span>")
anchored = FALSE
state = 0
if(2)
if(is_type_in_list(I, allowed_books))
if(!user.drop_item())
return
I.loc = src
update_icon()
else if(istype(I, /obj/item/storage/bag/books))
var/obj/item/storage/bag/books/B = I
for(var/obj/item/T in B.contents)
if(istype(T, /obj/item/book) || istype(T, /obj/item/spellbook))
B.remove_from_storage(T, src)
to_chat(user, "<span class='notice'>You empty \the [I] into \the [src].</span>")
update_icon()
else if(istype(I, /obj/item/pen))
var/newname = stripped_input(user, "What would you like to title this bookshelf?")
if(!newname)
return
else
name = ("bookcase ([sanitize(newname)])")
else if(istype(I, /obj/item/crowbar))
if(contents.len)
to_chat(user, "<span class='warning'>You need to remove the books first!</span>")
else
playsound(loc, I.usesound, 100, 1)
to_chat(user, "<span class='notice'>You pry the shelf out.</span>")
new /obj/item/stack/sheet/mineral/wood(loc, 2)
state = 1
icon_state = "bookempty"
else
return ..()
/obj/structure/bookcase/attack_hand(mob/user)
if(contents.len)
var/obj/item/book/choice = input("Which book would you like to remove from the shelf?") as null|obj in contents
if(choice)
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
return
if(ishuman(user))
if(!user.get_active_held_item())
user.put_in_hands(choice)
else
choice.loc = get_turf(src)
update_icon()
/obj/structure/bookcase/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/mineral/wood(loc, 4)
for(var/obj/item/book/B in contents)
B.forceMove(get_turf(src))
qdel(src)
/obj/structure/bookcase/update_icon()
if(contents.len < 5)
icon_state = "book-[contents.len]"
else
icon_state = "book-5"
/obj/structure/bookcase/manuals/medical
name = "medical manuals bookcase"
/obj/structure/bookcase/manuals/medical/New()
..()
new /obj/item/book/manual/medical_cloning(src)
update_icon()
/obj/structure/bookcase/manuals/engineering
name = "engineering manuals bookcase"
/obj/structure/bookcase/manuals/engineering/New()
..()
new /obj/item/book/manual/wiki/engineering_construction(src)
new /obj/item/book/manual/engineering_particle_accelerator(src)
new /obj/item/book/manual/wiki/engineering_hacking(src)
new /obj/item/book/manual/wiki/engineering_guide(src)
new /obj/item/book/manual/engineering_singularity_safety(src)
new /obj/item/book/manual/robotics_cyborgs(src)
update_icon()
/obj/structure/bookcase/manuals/research_and_development
name = "\improper R&D manuals bookcase"
/obj/structure/bookcase/manuals/research_and_development/New()
..()
new /obj/item/book/manual/research_and_development(src)
update_icon()
/*
* Book
*/
/obj/item/book
name = "book"
icon = 'icons/obj/library.dmi'
icon_state ="book"
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
resistance_flags = FLAMMABLE
var/dat //Actual page content
var/due_date = 0 //Game time in 1/10th seconds
var/author //Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
var/unique = 0 //0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
var/title //The real name of the book.
var/window_size = null // Specific window size for the book, i.e: "1920x1080", Size x Width
/obj/item/book/attack_self(mob/user)
if(is_blind(user))
to_chat(user, "<span class='warning'>As you are trying to read, you suddenly feel very stupid!</span>")
return
if(ismonkey(user))
to_chat(user, "<span class='notice'>You skim through the book but can't comprehend any of it.</span>")
return
if(dat)
user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
user.visible_message("[user] opens a book titled \"[title]\" and begins reading intently.")
onclose(user, "book")
else
to_chat(user, "<span class='notice'>This book is completely blank!</span>")
/obj/item/book/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/pen))
if(is_blind(user))
to_chat(user, "<span class='warning'> As you are trying to write on the book, you suddenly feel very stupid!</span>")
return
if(unique)
to_chat(user, "<span class='warning'>These pages don't seem to take the ink well! Looks like you can't modify it.</span>")
return
var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
switch(choice)
if("Title")
var/newtitle = reject_bad_text(stripped_input(usr, "Write a new title:"))
if (length(newtitle) > 20)
to_chat(usr, "That title won't fit on the cover!")
return
if(!newtitle)
to_chat(usr, "That title is invalid.")
return
else
name = newtitle
title = newtitle
if("Contents")
var/content = stripped_input(usr, "Write your book's contents (HTML NOT allowed):","","",8192)
if(!content)
to_chat(usr, "The content is invalid.")
return
else
dat += content
if("Author")
var/newauthor = stripped_input(usr, "Write the author's name:")
if(!newauthor)
to_chat(usr, "The name is invalid.")
return
else
author = newauthor
else
return
else if(istype(I, /obj/item/barcodescanner))
var/obj/item/barcodescanner/scanner = I
if(!scanner.computer)
to_chat(user, "[I]'s screen flashes: 'No associated computer found!'")
else
switch(scanner.mode)
if(0)
scanner.book = src
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer.'")
if(1)
scanner.book = src
scanner.computer.buffer_book = name
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'")
if(2)
scanner.book = src
for(var/datum/borrowbook/b in scanner.computer.checkouts)
if(b.bookname == name)
scanner.computer.checkouts.Remove(b)
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'")
return
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'")
if(3)
scanner.book = src
for(var/obj/item/book in scanner.computer.inventory)
if(book == src)
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'")
return
scanner.computer.inventory.Add(src)
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'")
else if(istype(I, /obj/item/kitchen/knife) || istype(I, /obj/item/wirecutters))
to_chat(user, "<span class='notice'>You begin to carve out [title]...</span>")
if(do_after(user, 30, target = src))
to_chat(user, "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>")
var/obj/item/storage/book/B = new
B.name = src.name
B.title = src.title
B.icon_state = src.icon_state
if(user.is_holding(src))
qdel(src)
user.put_in_hands(B)
return
else
B.loc = src.loc
qdel(src)
return
return
else
..()
/*
* Barcode Scanner
*/
/obj/item/barcodescanner
name = "barcode scanner"
icon = 'icons/obj/library.dmi'
icon_state ="scanner"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
var/obj/machinery/computer/libraryconsole/bookmanagement/computer //Associated computer - Modes 1 to 3 use this
var/obj/item/book/book //Currently scanned book
var/mode = 0 //0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
/obj/item/barcodescanner/attack_self(mob/user)
mode += 1
if(mode > 3)
mode = 0
to_chat(user, "[src] Status Display:")
var/modedesc
switch(mode)
if(0)
modedesc = "Scan book to local buffer."
if(1)
modedesc = "Scan book to local buffer and set associated computer buffer to match."
if(2)
modedesc = "Scan book to local buffer, attempt to check in scanned book."
if(3)
modedesc = "Scan book to local buffer, attempt to add book to general inventory."
else
modedesc = "ERROR"
to_chat(user, " - Mode [mode] : [modedesc]")
if(computer)
to_chat(user, "<font color=green>Computer has been associated with this unit.</font>")
else
to_chat(user, "<font color=red>No associated computer found. Only local scans will function properly.</font>")
to_chat(user, "\n")
/* Library Items
*
* Contains:
* Bookcase
* Book
* Barcode Scanner
*/
/*
* Bookcase
*/
/obj/structure/bookcase
name = "bookcase"
icon = 'icons/obj/library.dmi'
icon_state = "bookempty"
desc = "A great place for storing knowledge."
anchored = FALSE
density = TRUE
opacity = 0
resistance_flags = FLAMMABLE
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
var/state = 0
var/list/allowed_books = list(/obj/item/book, /obj/item/spellbook, /obj/item/storage/book) //Things allowed in the bookcase
/obj/structure/bookcase/Initialize(mapload)
. = ..()
if(!mapload)
return
state = 2
icon_state = "book-0"
anchored = TRUE
for(var/obj/item/I in loc)
if(istype(I, /obj/item/book))
I.loc = src
update_icon()
/obj/structure/bookcase/attackby(obj/item/I, mob/user, params)
switch(state)
if(0)
if(istype(I, /obj/item/wrench))
playsound(loc, I.usesound, 100, 1)
if(do_after(user, 20*I.toolspeed, target = src))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
anchored = TRUE
state = 1
if(istype(I, /obj/item/crowbar))
playsound(loc, I.usesound, 100, 1)
if(do_after(user, 20*I.toolspeed, target = src))
to_chat(user, "<span class='notice'>You pry the frame apart.</span>")
deconstruct(TRUE)
if(1)
if(istype(I, /obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/W = I
if(W.get_amount() >= 2)
W.use(2)
to_chat(user, "<span class='notice'>You add a shelf.</span>")
state = 2
icon_state = "book-0"
if(istype(I, /obj/item/wrench))
playsound(loc, I.usesound, 100, 1)
to_chat(user, "<span class='notice'>You unwrench the frame.</span>")
anchored = FALSE
state = 0
if(2)
if(is_type_in_list(I, allowed_books))
if(!user.drop_item())
return
I.loc = src
update_icon()
else if(istype(I, /obj/item/storage/bag/books))
var/obj/item/storage/bag/books/B = I
for(var/obj/item/T in B.contents)
if(istype(T, /obj/item/book) || istype(T, /obj/item/spellbook))
B.remove_from_storage(T, src)
to_chat(user, "<span class='notice'>You empty \the [I] into \the [src].</span>")
update_icon()
else if(istype(I, /obj/item/pen))
var/newname = stripped_input(user, "What would you like to title this bookshelf?")
if(!newname)
return
else
name = ("bookcase ([sanitize(newname)])")
else if(istype(I, /obj/item/crowbar))
if(contents.len)
to_chat(user, "<span class='warning'>You need to remove the books first!</span>")
else
playsound(loc, I.usesound, 100, 1)
to_chat(user, "<span class='notice'>You pry the shelf out.</span>")
new /obj/item/stack/sheet/mineral/wood(loc, 2)
state = 1
icon_state = "bookempty"
else
return ..()
/obj/structure/bookcase/attack_hand(mob/user)
if(contents.len)
var/obj/item/book/choice = input("Which book would you like to remove from the shelf?") as null|obj in contents
if(choice)
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
return
if(ishuman(user))
if(!user.get_active_held_item())
user.put_in_hands(choice)
else
choice.loc = get_turf(src)
update_icon()
/obj/structure/bookcase/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/mineral/wood(loc, 4)
for(var/obj/item/book/B in contents)
B.forceMove(get_turf(src))
qdel(src)
/obj/structure/bookcase/update_icon()
if(contents.len < 5)
icon_state = "book-[contents.len]"
else
icon_state = "book-5"
/obj/structure/bookcase/manuals/medical
name = "medical manuals bookcase"
/obj/structure/bookcase/manuals/medical/New()
..()
new /obj/item/book/manual/medical_cloning(src)
update_icon()
/obj/structure/bookcase/manuals/engineering
name = "engineering manuals bookcase"
/obj/structure/bookcase/manuals/engineering/New()
..()
new /obj/item/book/manual/wiki/engineering_construction(src)
new /obj/item/book/manual/engineering_particle_accelerator(src)
new /obj/item/book/manual/wiki/engineering_hacking(src)
new /obj/item/book/manual/wiki/engineering_guide(src)
new /obj/item/book/manual/engineering_singularity_safety(src)
new /obj/item/book/manual/robotics_cyborgs(src)
update_icon()
/obj/structure/bookcase/manuals/research_and_development
name = "\improper R&D manuals bookcase"
/obj/structure/bookcase/manuals/research_and_development/New()
..()
new /obj/item/book/manual/research_and_development(src)
update_icon()
/*
* Book
*/
/obj/item/book
name = "book"
icon = 'icons/obj/library.dmi'
icon_state ="book"
desc = "Crack it open, inhale the musk of its pages, and learn something new."
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
resistance_flags = FLAMMABLE
var/dat //Actual page content
var/due_date = 0 //Game time in 1/10th seconds
var/author //Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
var/unique = 0 //0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
var/title //The real name of the book.
var/window_size = null // Specific window size for the book, i.e: "1920x1080", Size x Width
/obj/item/book/attack_self(mob/user)
if(is_blind(user))
to_chat(user, "<span class='warning'>As you are trying to read, you suddenly feel very stupid!</span>")
return
if(ismonkey(user))
to_chat(user, "<span class='notice'>You skim through the book but can't comprehend any of it.</span>")
return
if(dat)
user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
user.visible_message("[user] opens a book titled \"[title]\" and begins reading intently.")
onclose(user, "book")
else
to_chat(user, "<span class='notice'>This book is completely blank!</span>")
/obj/item/book/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/pen))
if(is_blind(user))
to_chat(user, "<span class='warning'> As you are trying to write on the book, you suddenly feel very stupid!</span>")
return
if(unique)
to_chat(user, "<span class='warning'>These pages don't seem to take the ink well! Looks like you can't modify it.</span>")
return
var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
switch(choice)
if("Title")
var/newtitle = reject_bad_text(stripped_input(usr, "Write a new title:"))
if (length(newtitle) > 20)
to_chat(usr, "That title won't fit on the cover!")
return
if(!newtitle)
to_chat(usr, "That title is invalid.")
return
else
name = newtitle
title = newtitle
if("Contents")
var/content = stripped_input(usr, "Write your book's contents (HTML NOT allowed):","","",8192)
if(!content)
to_chat(usr, "The content is invalid.")
return
else
dat += content
if("Author")
var/newauthor = stripped_input(usr, "Write the author's name:")
if(!newauthor)
to_chat(usr, "The name is invalid.")
return
else
author = newauthor
else
return
else if(istype(I, /obj/item/barcodescanner))
var/obj/item/barcodescanner/scanner = I
if(!scanner.computer)
to_chat(user, "[I]'s screen flashes: 'No associated computer found!'")
else
switch(scanner.mode)
if(0)
scanner.book = src
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer.'")
if(1)
scanner.book = src
scanner.computer.buffer_book = name
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'")
if(2)
scanner.book = src
for(var/datum/borrowbook/b in scanner.computer.checkouts)
if(b.bookname == name)
scanner.computer.checkouts.Remove(b)
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'")
return
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'")
if(3)
scanner.book = src
for(var/obj/item/book in scanner.computer.inventory)
if(book == src)
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'")
return
scanner.computer.inventory.Add(src)
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'")
else if(istype(I, /obj/item/kitchen/knife) || istype(I, /obj/item/wirecutters))
to_chat(user, "<span class='notice'>You begin to carve out [title]...</span>")
if(do_after(user, 30, target = src))
to_chat(user, "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>")
var/obj/item/storage/book/B = new
B.name = src.name
B.title = src.title
B.icon_state = src.icon_state
if(user.is_holding(src))
qdel(src)
user.put_in_hands(B)
return
else
B.loc = src.loc
qdel(src)
return
return
else
..()
/*
* Barcode Scanner
*/
/obj/item/barcodescanner
name = "barcode scanner"
icon = 'icons/obj/library.dmi'
icon_state ="scanner"
desc = "A fabulous tool if you need to scan a barcode."
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
var/obj/machinery/computer/libraryconsole/bookmanagement/computer //Associated computer - Modes 1 to 3 use this
var/obj/item/book/book //Currently scanned book
var/mode = 0 //0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
/obj/item/barcodescanner/attack_self(mob/user)
mode += 1
if(mode > 3)
mode = 0
to_chat(user, "[src] Status Display:")
var/modedesc
switch(mode)
if(0)
modedesc = "Scan book to local buffer."
if(1)
modedesc = "Scan book to local buffer and set associated computer buffer to match."
if(2)
modedesc = "Scan book to local buffer, attempt to check in scanned book."
if(3)
modedesc = "Scan book to local buffer, attempt to add book to general inventory."
else
modedesc = "ERROR"
to_chat(user, " - Mode [mode] : [modedesc]")
if(computer)
to_chat(user, "<font color=green>Computer has been associated with this unit.</font>")
else
to_chat(user, "<font color=red>No associated computer found. Only local scans will function properly.</font>")
to_chat(user, "\n")
+4
View File
@@ -20,6 +20,7 @@
icon_screen = "library"
icon_keyboard = null
circuit = /obj/item/circuitboard/computer/libraryconsole
desc = "Checked out books MUST be returned on time."
var/screenstate = 0
var/title
var/category = "Any"
@@ -161,6 +162,7 @@ GLOBAL_LIST(cachedbooks) // List of our cached book datums
// It's December 25th, 2014, and this is STILL here, and it's STILL relevant. Kill me
/obj/machinery/computer/libraryconsole/bookmanagement
name = "book inventory management console"
desc = "Librarian's command station."
var/arcanecheckout = 0
screenstate = 0 // 0 - Main Menu, 1 - Inventory, 2 - Checked Out, 3 - Check Out a Book
verb_say = "beeps"
@@ -498,6 +500,7 @@ GLOBAL_LIST(cachedbooks) // List of our cached book datums
name = "scanner control interface"
icon = 'icons/obj/library.dmi'
icon_state = "bigscanner"
desc = "It servers the purpose of scanning stuff."
anchored = TRUE
density = TRUE
var/obj/item/book/cache // Last scanned book
@@ -554,6 +557,7 @@ GLOBAL_LIST(cachedbooks) // List of our cached book datums
name = "book binder"
icon = 'icons/obj/library.dmi'
icon_state = "binder"
desc = "Only intended for binding paper products."
anchored = TRUE
density = TRUE
var/busy = FALSE
@@ -94,7 +94,7 @@
if(!ismob(M) && !isobj(M)) //No don't teleport lighting and effects!
return
if(M.anchored && (!ismob(M) || (istype(M, /obj/mecha) && !mech_sized)))
if(M.anchored && (!ismob(M) || (ismecha(M) && !mech_sized)))
return
if(do_teleport(M, hard_target, 6))
@@ -435,7 +435,7 @@
if(!over_object)
return
if (istype(usr.loc, /obj/mecha))
if(ismecha(usr.loc))
return
if(!M.incapacitated())
+3 -1
View File
@@ -4,6 +4,7 @@
name = "stacking machine console"
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "console"
desc = "Controls a stacking machine... in theory."
density = FALSE
anchored = TRUE
var/obj/machinery/mineral/stacking_machine/machine = null
@@ -60,6 +61,7 @@
name = "stacking machine"
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "stacker"
desc = "A machine that automatically stacks acquired materials. Controlled by a nearby console."
density = TRUE
anchored = TRUE
var/obj/machinery/mineral/stacking_unit_console/CONSOLE
@@ -90,4 +92,4 @@
var/obj/item/stack/sheet/out = new inp.type()
out.amount = stack_amt
unload_mineral(out)
storage.amount -= stack_amt
storage.amount -= stack_amt
@@ -21,15 +21,6 @@
sight |= SEE_TURFS
/*
var/list/watch_locations = list()
for(var/obj/effect/landmark/landmark in landmarks_list)
if(landmark.tag == "landmark*new_player")
watch_locations += landmark.loc
if(watch_locations.len>0)
loc = pick(watch_locations)
*/
new_player_panel()
client.playtitlemusic()
if(SSticker.current_state < GAME_STATE_SETTING_UP)
+9 -10
View File
@@ -115,15 +115,6 @@
//no longer is required
if(SSticker.current_state <= GAME_STATE_PREGAME)
ready = tready
var/this_is_like_playing_right = alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No")
if(QDELETED(src) || !src.client || this_is_like_playing_right != "Yes")
ready = PLAYER_NOT_READY
src << browse(null, "window=playersetup") //closes the player setup window
new_player_panel()
return FALSE
//if it's post initialisation and they're trying to observe we do the needful
if(!SSticker.current_state < GAME_STATE_PREGAME && tready == PLAYER_READY_TO_OBSERVE)
ready = tready
@@ -268,7 +259,15 @@
if(QDELETED(src) || !src.client)
ready = PLAYER_NOT_READY
return FALSE
var/this_is_like_playing_right = alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No")
if(QDELETED(src) || !src.client || this_is_like_playing_right != "Yes")
ready = PLAYER_NOT_READY
src << browse(null, "window=playersetup") //closes the player setup window
new_player_panel()
return FALSE
var/mob/dead/observer/observer = new()
spawning = TRUE
@@ -59,6 +59,7 @@
if(previewJob && !nude)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE)
mannequin.compile_overlays()
CHECK_TICK
preview_icon = icon('icons/effects/effects.dmi', "nothing")
preview_icon.Scale(48+32, 16+32)
@@ -67,317 +67,30 @@
/datum/sprite_accessory/hair
icon = 'icons/mob/human_face.dmi' // default icon for all hairs
//Place in order by major style E.G "Afro, Bun, Ponytail"
//Place different versions under the same style E.G "Bun > Large Bun, Ponytail > Long Ponytail"
//A
/datum/sprite_accessory/hair/short
name = "Short Hair" // try to capatilize the names please~ // try to spell
icon_state = "hair_a" // you do not need to define _s or _l sub-states, game automatically does this for you
/datum/sprite_accessory/hair/afro
name = "Afro" // try to capatilize the names please~ // try to spell
icon_state = "hair_afro" // you do not need to define _s or _l sub-states, game automatically does this for you
/datum/sprite_accessory/hair/shorthair2
name = "Short Hair 2"
icon_state = "hair_shorthair2"
/datum/sprite_accessory/hair/afro2
name = "Afro 2"
icon_state = "hair_afro2"
/datum/sprite_accessory/hair/afro_large
name = "Big Afro"
icon_state = "hair_bigafro"
/datum/sprite_accessory/hair/antenna
name = "Ahoge"
icon_state = "hair_antenna"
//B
/datum/sprite_accessory/hair/bald
name = "Bald"
icon_state = null
/datum/sprite_accessory/hair/balding
name = "Balding Hair"
icon_state = "hair_e"
/datum/sprite_accessory/hair/longbangs
name = "Long Bangs"
icon_state = "hair_lbangs"
/datum/sprite_accessory/hair/bedhead
name = "Bedhead"
icon_state = "hair_bedhead"
/datum/sprite_accessory/hair/bedhead2
name = "Bedhead 2"
icon_state = "hair_bedheadv2"
/datum/sprite_accessory/hair/bedhead3
name = "Bedhead 3"
icon_state = "hair_bedheadv3"
/datum/sprite_accessory/hair/beehive
name = "Beehive"
icon_state = "hair_beehive"
/datum/sprite_accessory/hair/beehive2
name = "Beehive 2"
icon_state = "hair_beehivev2"
/datum/sprite_accessory/hair/bob
name = "Bob"
icon_state = "hair_bobcut"
/datum/sprite_accessory/hair/bobcurl
name = "Bobcurl"
icon_state = "hair_bobcurl"
/datum/sprite_accessory/hair/bob
name = "Bob Hair"
icon_state = "hair_bob"
/datum/sprite_accessory/hair/bob2
name = "Bob Hair 2"
icon_state = "hair_bob2"
/datum/sprite_accessory/hair/boddicker
name = "Boddicker"
icon_state = "hair_boddicker"
/datum/sprite_accessory/hair/bowl
name = "Bowl"
icon_state = "hair_bowlcut"
/datum/sprite_accessory/hair/braided
name = "Braided"
icon_state = "hair_braided"
/datum/sprite_accessory/hair/front_braid
name = "Braided front"
icon_state = "hair_braidfront"
/datum/sprite_accessory/hair/braidtail
name = "Braided Tail"
icon_state = "hair_braidtail"
/datum/sprite_accessory/hair/lowbraid
name = "Low Braid"
icon_state = "hair_hbraid"
/datum/sprite_accessory/hair/not_floorlength_braid
name = "High Braid"
icon_state = "hair_braid2"
/datum/sprite_accessory/hair/shortbraid
name = "Short Braid"
icon_state = "hair_shortbraid"
/datum/sprite_accessory/hair/braid
name = "Floorlength Braid"
icon_state = "hair_braid"
/datum/sprite_accessory/hair/business
name = "Business Hair"
icon_state = "hair_business"
/datum/sprite_accessory/hair/business2
name = "Business Hair 2"
icon_state = "hair_business2"
/datum/sprite_accessory/hair/business3
name = "Business Hair 3"
icon_state = "hair_business3"
/datum/sprite_accessory/hair/business4
name = "Business Hair 4"
icon_state = "hair_business4"
/datum/sprite_accessory/hair/bun
name = "Bun Head"
icon_state = "hair_bun"
/datum/sprite_accessory/hair/bun2
name = "Bun Head 2"
icon_state = "hair_bunhead2"
/datum/sprite_accessory/hair/largebun
name = "Large Bun"
icon_state = "hair_largebun"
/datum/sprite_accessory/hair/buzz
name = "Buzzcut"
icon_state = "hair_buzzcut"
//C
/datum/sprite_accessory/hair/crew
name = "Crewcut"
icon_state = "hair_crewcut"
/datum/sprite_accessory/hair/combover
name = "Combover"
icon_state = "hair_combover"
/datum/sprite_accessory/hair/curls
name = "Curls"
icon_state = "hair_curls"
//D
/datum/sprite_accessory/hair/devillock
name = "Devil Lock"
icon_state = "hair_devilock"
/datum/sprite_accessory/hair/dreadlocks
name = "Dreadlocks"
icon_state = "hair_dreads"
/datum/sprite_accessory/hair/drillhair
name = "Drill Hair"
icon_state = "hair_drillhair"
//E
/datum/sprite_accessory/hair/emo
name = "Emo"
icon_state = "hair_emo"
/datum/sprite_accessory/hair/longemo
name = "Long Emo"
icon_state = "hair_longemo"
//F
/datum/sprite_accessory/hair/feather
name = "Feather"
icon_state = "hair_feather"
/datum/sprite_accessory/hair/sargeant
name = "Flat Top"
icon_state = "hair_sargeant"
/datum/sprite_accessory/hair/bigflattop
name = "Big Flat Top"
icon_state = "hair_bigflattop"
/datum/sprite_accessory/hair/fag
name = "Flow Hair"
icon_state = "hair_f"
/datum/sprite_accessory/hair/longfringe
name = "Long Fringe"
icon_state = "hair_longfringe"
/datum/sprite_accessory/hair/longestalt
name = "Longer Fringe"
icon_state = "hair_vlongfringe"
//G
/datum/sprite_accessory/hair/gelled
name = "Gelled Back"
icon_state = "hair_gelled"
/datum/sprite_accessory/hair/gentle
name = "Gentle"
icon_state = "hair_gentle"
//H
/datum/sprite_accessory/hair/shorthair3
name = "Short Hair 3"
icon_state = "hair_shorthair3"
/datum/sprite_accessory/hair/cut
name = "Cut Hair"
icon_state = "hair_c"
/datum/sprite_accessory/hair/halfbang
name = "Half-banged Hair"
icon_state = "hair_halfbang"
/datum/sprite_accessory/hair/halfbang2
name = "Half-banged Hair 2"
icon_state = "hair_halfbang2"
/datum/sprite_accessory/hair/hedgehog
name = "Hedgehog Hair"
icon_state = "hair_hedgehog"
/datum/sprite_accessory/hair/hitop
name = "Hitop"
icon_state = "hair_hitop"
/datum/sprite_accessory/hair/himecut
name = "Hime Cut"
icon_state = "hair_himecut"
/datum/sprite_accessory/hair/himecut2
name = "Hime Cut 2"
icon_state = "hair_himecut2"
/datum/sprite_accessory/hair/himeup
name = "Hime Updo"
icon_state = "hair_himeup"
//I
//J
/datum/sprite_accessory/hair/jensen
name = "Jensen Hair"
icon_state = "hair_jensen"
//K
/datum/sprite_accessory/hair/keanu
name = "Keanu Hair"
icon_state = "hair_keanu"
/datum/sprite_accessory/hair/kusangi
name = "Kusanagi Hair"
icon_state = "hair_kusanagi"
//L
/datum/sprite_accessory/hair/long
name = "Shoulder-length Hair"
icon_state = "hair_b"
/datum/sprite_accessory/hair/longer
name = "Long Hair"
icon_state = "hair_vlong"
/datum/sprite_accessory/hair/long
name = "Long Hair 1"
icon_state = "hair_long"
/datum/sprite_accessory/hair/long2
name = "Long Hair 2"
icon_state = "hair_long2"
/datum/sprite_accessory/hair/longest
name = "Very Long Hair"
icon_state = "hair_longest"
//M
/datum/sprite_accessory/hair/megaeyebrows
name = "Mega Eyebrows"
icon_state = "hair_megaeyebrows"
/datum/sprite_accessory/hair/messy
name = "Messy"
icon_state = "hair_messy"
/datum/sprite_accessory/hair/mohawk
name = "Mohawk"
icon_state = "hair_d"
/datum/sprite_accessory/hair/reversemohawk
name = "Reverse Mohawk"
icon_state = "hair_reversemohawk"
//N
//O
/datum/sprite_accessory/hair/odango
name = "Odango"
icon_state = "hair_odango"
/datum/sprite_accessory/hair/ombre
name = "Ombre"
icon_state = "hair_ombre"
/datum/sprite_accessory/hair/over_eye
name = "Over Eye"
icon_state = "hair_shortovereye"
@@ -390,39 +103,29 @@
name = "Very Long Over Eye"
icon_state = "hair_longest2"
//P
/datum/sprite_accessory/hair/longest
name = "Very Long Hair"
icon_state = "hair_longest"
/datum/sprite_accessory/hair/parted
name = "Parted"
icon_state = "hair_parted"
/datum/sprite_accessory/hair/longfringe
name = "Long Fringe"
icon_state = "hair_longfringe"
/datum/sprite_accessory/hair/sidepartlongalt
name = "Long Side Part"
icon_state = "hair_longsidepart"
/datum/sprite_accessory/hair/longestalt
name = "Longer Fringe"
icon_state = "hair_vlongfringe"
/datum/sprite_accessory/hair/kagami
name = "Pigtails"
icon_state = "hair_kagami"
/datum/sprite_accessory/hair/gentle
name = "Gentle"
icon_state = "hair_gentle"
/datum/sprite_accessory/hair/pigtail
name = "Pigtails 2"
icon_state = "hair_pigtails"
/datum/sprite_accessory/hair/halfbang
name = "Half-banged Hair"
icon_state = "hair_halfbang"
/datum/sprite_accessory/hair/pigtail
name = "Pigtails 3"
icon_state = "hair_pigtails2"
/datum/sprite_accessory/hair/pixie
name = "Pixie Cut"
icon_state = "hair_pixie"
/datum/sprite_accessory/hair/pompadour
name = "Pompadour"
icon_state = "hair_pompadour"
/datum/sprite_accessory/hair/bigpompadour
name = "Big Pompadour"
icon_state = "hair_bigpompadour"
/datum/sprite_accessory/hair/halfbang2
name = "Half-banged Hair 2"
icon_state = "hair_halfbang2"
/datum/sprite_accessory/hair/ponytail1
name = "Ponytail"
@@ -444,36 +147,6 @@
name = "Ponytail 5"
icon_state = "hair_ponytail5"
/datum/sprite_accessory/hair/highponytail
name = "High Ponytail"
icon_state = "hair_highponytail"
/datum/sprite_accessory/hair/longponytail
name = "Long Ponytail"
icon_state = "hair_longstraightponytail"
//Q
/datum/sprite_accessory/hair/quiff
name = "Quiff"
icon_state = "hair_quiff"
//R
//S
/datum/sprite_accessory/hair/oneshoulder
name = "One Shoulder"
icon_state = "hair_oneshoulder"
/datum/sprite_accessory/hair/tressshoulder
name = "Tress Shoulder"
icon_state = "hair_tressshoulder"
/datum/sprite_accessory/hair/sidecut
name = "Sidecut"
icon_state = "hair_sidecut"
/datum/sprite_accessory/hair/sidetail
name = "Side Pony"
@@ -491,33 +164,141 @@
name = "Side Pony 4"
icon_state = "hair_sidetail4"
/datum/sprite_accessory/hair/short
name = "Short Hair"
icon_state = "hair_a"
/datum/sprite_accessory/hair/oneshoulder
name = "One Shoulder"
icon_state = "hair_oneshoulder"
/datum/sprite_accessory/hair/shorthair2
name = "Short Hair 2"
icon_state = "hair_shorthair2"
/datum/sprite_accessory/hair/shorthair3
name = "Short Hair 3"
icon_state = "hair_shorthair3"
/datum/sprite_accessory/hair/long
name = "Shoulder-length Hair"
icon_state = "hair_b"
/datum/sprite_accessory/hair/tressshoulder
name = "Tress Shoulder"
icon_state = "hair_tressshoulder"
/datum/sprite_accessory/hair/parted
name = "Side Part"
icon_state = "hair_part"
name = "Parted"
icon_state = "hair_parted"
/datum/sprite_accessory/hair/skinhead
name = "Skinhead"
icon_state = "hair_skinhead"
/datum/sprite_accessory/hair/pompadour
name = "Pompadour"
icon_state = "hair_pompadour"
/datum/sprite_accessory/hair/protagonist
name = "Slightly Long"
icon_state = "hair_protagonist"
/datum/sprite_accessory/hair/bigpompadour
name = "Big Pompadour"
icon_state = "hair_bigpompadour"
/datum/sprite_accessory/hair/quiff
name = "Quiff"
icon_state = "hair_quiff"
/datum/sprite_accessory/hair/bedhead
name = "Bedhead"
icon_state = "hair_bedhead"
/datum/sprite_accessory/hair/bedhead2
name = "Bedhead 2"
icon_state = "hair_bedheadv2"
/datum/sprite_accessory/hair/bedhead3
name = "Bedhead 3"
icon_state = "hair_bedheadv3"
/datum/sprite_accessory/hair/messy
name = "Messy"
icon_state = "hair_messy"
/datum/sprite_accessory/hair/beehive
name = "Beehive"
icon_state = "hair_beehive"
/datum/sprite_accessory/hair/beehive2
name = "Beehive 2"
icon_state = "hair_beehivev2"
/datum/sprite_accessory/hair/bobcurl
name = "Bobcurl"
icon_state = "hair_bobcurl"
/datum/sprite_accessory/hair/bob
name = "Bob"
icon_state = "hair_bobcut"
/datum/sprite_accessory/hair/bowl
name = "Bowl"
icon_state = "hair_bowlcut"
/datum/sprite_accessory/hair/buzz
name = "Buzzcut"
icon_state = "hair_buzzcut"
/datum/sprite_accessory/hair/crew
name = "Crewcut"
icon_state = "hair_crewcut"
/datum/sprite_accessory/hair/combover
name = "Combover"
icon_state = "hair_combover"
/datum/sprite_accessory/hair/devillock
name = "Devil Lock"
icon_state = "hair_devilock"
/datum/sprite_accessory/hair/dreadlocks
name = "Dreadlocks"
icon_state = "hair_dreads"
/datum/sprite_accessory/hair/curls
name = "Curls"
icon_state = "hair_curls"
/datum/sprite_accessory/hair/afro
name = "Afro"
icon_state = "hair_afro"
/datum/sprite_accessory/hair/afro2
name = "Afro 2"
icon_state = "hair_afro2"
/datum/sprite_accessory/hair/afro_large
name = "Big Afro"
icon_state = "hair_bigafro"
/datum/sprite_accessory/hair/sargeant
name = "Flat Top"
icon_state = "hair_sargeant"
/datum/sprite_accessory/hair/emo
name = "Emo"
icon_state = "hair_emo"
/datum/sprite_accessory/hair/longemo
name = "Long Emo"
icon_state = "hair_longemo"
/datum/sprite_accessory/hair/fag
name = "Flow Hair"
icon_state = "hair_f"
/datum/sprite_accessory/hair/feather
name = "Feather"
icon_state = "hair_feather"
/datum/sprite_accessory/hair/hitop
name = "Hitop"
icon_state = "hair_hitop"
/datum/sprite_accessory/hair/mohawk
name = "Mohawk"
icon_state = "hair_d"
/datum/sprite_accessory/hair/reversemohawk
name = "Reverse Mohawk"
icon_state = "hair_reversemohawk"
/datum/sprite_accessory/hair/jensen
name = "Jensen Hair"
icon_state = "hair_jensen"
/datum/sprite_accessory/hair/gelled
name = "Gelled Back"
icon_state = "hair_gelled"
/datum/sprite_accessory/hair/spiky
name = "Spiky"
@@ -531,6 +312,122 @@
name = "Spiky 3"
icon_state = "hair_spiky2"
/datum/sprite_accessory/hair/protagonist
name = "Slightly Long"
icon_state = "hair_protagonist"
/datum/sprite_accessory/hair/kusangi
name = "Kusanagi Hair"
icon_state = "hair_kusanagi"
/datum/sprite_accessory/hair/kagami
name = "Pigtails"
icon_state = "hair_kagami"
/datum/sprite_accessory/hair/pigtail
name = "Pigtails 2"
icon_state = "hair_pigtails"
/datum/sprite_accessory/hair/pigtail
name = "Pigtails 3"
icon_state = "hair_pigtails2"
/datum/sprite_accessory/hair/himecut
name = "Hime Cut"
icon_state = "hair_himecut"
/datum/sprite_accessory/hair/himecut2
name = "Hime Cut 2"
icon_state = "hair_himecut2"
/datum/sprite_accessory/hair/himeup
name = "Hime Updo"
icon_state = "hair_himeup"
/datum/sprite_accessory/hair/antenna
name = "Ahoge"
icon_state = "hair_antenna"
/datum/sprite_accessory/hair/front_braid
name = "Braided front"
icon_state = "hair_braidfront"
/datum/sprite_accessory/hair/lowbraid
name = "Low Braid"
icon_state = "hair_hbraid"
/datum/sprite_accessory/hair/not_floorlength_braid
name = "High Braid"
icon_state = "hair_braid2"
/datum/sprite_accessory/hair/shortbraid
name = "Short Braid"
icon_state = "hair_shortbraid"
/datum/sprite_accessory/hair/braid
name = "Floorlength Braid"
icon_state = "hair_braid"
/datum/sprite_accessory/hair/odango
name = "Odango"
icon_state = "hair_odango"
/datum/sprite_accessory/hair/ombre
name = "Ombre"
icon_state = "hair_ombre"
/datum/sprite_accessory/hair/updo
name = "Updo"
icon_state = "hair_updo"
/datum/sprite_accessory/hair/skinhead
name = "Skinhead"
icon_state = "hair_skinhead"
/datum/sprite_accessory/hair/longbangs
name = "Long Bangs"
icon_state = "hair_lbangs"
/datum/sprite_accessory/hair/balding
name = "Balding Hair"
icon_state = "hair_e"
/datum/sprite_accessory/hair/bald
name = "Bald"
icon_state = null
/datum/sprite_accessory/hair/parted
name = "Side Part"
icon_state = "hair_part"
/datum/sprite_accessory/hair/braided
name = "Braided"
icon_state = "hair_braided"
/datum/sprite_accessory/hair/bun
name = "Bun Head"
icon_state = "hair_bun"
/datum/sprite_accessory/hair/bun2
name = "Bun Head 2"
icon_state = "hair_bunhead2"
/datum/sprite_accessory/hair/braidtail
name = "Braided Tail"
icon_state = "hair_braidtail"
/datum/sprite_accessory/hair/bigflattop
name = "Big Flat Top"
icon_state = "hair_bigflattop"
/datum/sprite_accessory/hair/drillhair
name = "Drill Hair"
icon_state = "hair_drillhair"
/datum/sprite_accessory/hair/keanu
name = "Keanu Hair"
icon_state = "hair_keanu"
/datum/sprite_accessory/hair/swept
name = "Swept Back Hair"
icon_state = "hair_swept"
@@ -539,24 +436,73 @@
name = "Swept Back Hair 2"
icon_state = "hair_swept2"
//T
/datum/sprite_accessory/hair/business
name = "Business Hair"
icon_state = "hair_business"
//U
/datum/sprite_accessory/hair/business2
name = "Business Hair 2"
icon_state = "hair_business2"
/datum/sprite_accessory/hair/updo
name = "Updo"
icon_state = "hair_updo"
/datum/sprite_accessory/hair/business3
name = "Business Hair 3"
icon_state = "hair_business3"
//V
/datum/sprite_accessory/hair/business4
name = "Business Hair 4"
icon_state = "hair_business4"
//W
/datum/sprite_accessory/hair/hedgehog
name = "Hedgehog Hair"
icon_state = "hair_hedgehog"
//X
/datum/sprite_accessory/hair/bob
name = "Bob Hair"
icon_state = "hair_bob"
//Y
/datum/sprite_accessory/hair/bob2
name = "Bob Hair 2"
icon_state = "hair_bob2"
//Z
/datum/sprite_accessory/hair/boddicker
name = "Boddicker"
icon_state = "hair_boddicker"
/datum/sprite_accessory/hair/long
name = "Long Hair 1"
icon_state = "hair_long"
/datum/sprite_accessory/hair/long2
name = "Long Hair 2"
icon_state = "hair_long2"
/datum/sprite_accessory/hair/pixie
name = "Pixie Cut"
icon_state = "hair_pixie"
/datum/sprite_accessory/hair/megaeyebrows
name = "Mega Eyebrows"
icon_state = "hair_megaeyebrows"
/datum/sprite_accessory/hair/highponytail
name = "High Ponytail"
icon_state = "hair_highponytail"
/datum/sprite_accessory/hair/longponytail
name = "Long Ponytail"
icon_state = "hair_longstraightponytail"
/datum/sprite_accessory/hair/sidepartlongalt
name = "Long Side Part"
icon_state = "hair_longsidepart"
/datum/sprite_accessory/hair/sidecut
name = "Sidecut"
icon_state = "hair_sidecut"
/datum/sprite_accessory/hair/largebun
name = "Large Bun"
icon_state = "hair_largebun"
/////////////////////////////
// Facial Hair Definitions //
@@ -570,81 +516,82 @@
icon_state = null
gender = NEUTER
/datum/sprite_accessory/facial_hair/abe
name = "Abraham Lincoln Beard"
icon_state = "facial_abe"
/datum/sprite_accessory/facial_hair/brokenman
name = "Broken Man"
icon_state = "facial_brokenman"
/datum/sprite_accessory/facial_hair/chinstrap
name = "Chinstrap"
icon_state = "facial_chin"
/datum/sprite_accessory/facial_hair/dwarf
name = "Dwarf Beard"
icon_state = "facial_dwarf"
/datum/sprite_accessory/facial_hair/elvis
name = "Elvis Sideburns"
icon_state = "facial_elvis"
/datum/sprite_accessory/facial_hair/fiveoclock
name = "Five o Clock Shadow"
icon_state = "facial_fiveoclock"
/datum/sprite_accessory/facial_hair/fullbeard
name = "Full Beard"
icon_state = "facial_fullbeard"
/datum/sprite_accessory/facial_hair/fu
name = "Fu Manchu"
icon_state = "facial_fumanchu"
/datum/sprite_accessory/facial_hair/gt
name = "Goatee"
icon_state = "facial_gt"
/datum/sprite_accessory/facial_hair/hip
name = "Hipster Beard"
icon_state = "facial_hip"
/datum/sprite_accessory/facial_hair/watson
name = "Watson Mustache"
icon_state = "facial_watson"
/datum/sprite_accessory/facial_hair/hogan
name = "Hulk Hogan Mustache"
icon_state = "facial_hogan" //-Neek
/datum/sprite_accessory/facial_hair/jensen
name = "Jensen Beard"
icon_state = "facial_jensen"
/datum/sprite_accessory/facial_hair/longbeard
name = "Long Beard"
icon_state = "facial_longbeard"
/datum/sprite_accessory/facial_hair/neckbeard
name = "Neckbeard"
icon_state = "facial_neckbeard"
/datum/sprite_accessory/facial_hair/selleck
name = "Selleck Mustache"
icon_state = "facial_selleck"
/datum/sprite_accessory/facial_hair/chaplin
name = "Square Mustache"
icon_state = "facial_chaplin"
/datum/sprite_accessory/facial_hair/vandyke
name = "Van Dyke Mustache"
icon_state = "facial_vandyke"
/datum/sprite_accessory/facial_hair/chaplin
name = "Square Mustache"
icon_state = "facial_chaplin"
/datum/sprite_accessory/facial_hair/selleck
name = "Selleck Mustache"
icon_state = "facial_selleck"
/datum/sprite_accessory/facial_hair/neckbeard
name = "Neckbeard"
icon_state = "facial_neckbeard"
/datum/sprite_accessory/facial_hair/fullbeard
name = "Full Beard"
icon_state = "facial_fullbeard"
/datum/sprite_accessory/facial_hair/longbeard
name = "Long Beard"
icon_state = "facial_longbeard"
/datum/sprite_accessory/facial_hair/vlongbeard
name = "Very Long Beard"
icon_state = "facial_wise"
/datum/sprite_accessory/facial_hair/watson
name = "Watson Mustache"
icon_state = "facial_watson"
/datum/sprite_accessory/facial_hair/elvis
name = "Elvis Sideburns"
icon_state = "facial_elvis"
/datum/sprite_accessory/facial_hair/abe
name = "Abraham Lincoln Beard"
icon_state = "facial_abe"
/datum/sprite_accessory/facial_hair/chinstrap
name = "Chinstrap"
icon_state = "facial_chin"
/datum/sprite_accessory/facial_hair/hip
name = "Hipster Beard"
icon_state = "facial_hip"
/datum/sprite_accessory/facial_hair/gt
name = "Goatee"
icon_state = "facial_gt"
/datum/sprite_accessory/facial_hair/jensen
name = "Jensen Beard"
icon_state = "facial_jensen"
/datum/sprite_accessory/facial_hair/dwarf
name = "Dwarf Beard"
icon_state = "facial_dwarf"
/datum/sprite_accessory/facial_hair/fiveoclock
name = "Five o Clock Shadow"
icon_state = "facial_fiveoclock"
/datum/sprite_accessory/facial_hair/fu
name = "Fu Manchu"
icon_state = "facial_fumanchu"
/datum/sprite_accessory/facial_hair/brokenman
name = "Broken Man"
icon_state = "facial_brokenman"
///////////////////////////
// Underwear Definitions //
+4 -8
View File
@@ -18,12 +18,12 @@
vital = FALSE
decoy_override = TRUE
/obj/item/organ/brain/Insert(mob/living/carbon/C, special = 0)
/obj/item/organ/brain/Insert(mob/living/carbon/C, special = 0,no_id_transfer = FALSE)
..()
name = "brain"
if(C.mind && C.mind.changeling) //congrats, you're trapped in a body you don't control
if(C.mind && C.mind.changeling && !no_id_transfer) //congrats, you're trapped in a body you don't control
if(brainmob && !(C.stat == DEAD || (C.status_flags & FAKEDEATH)))
to_chat(brainmob, "<span class = danger>You can't feel your body! You're still just a brain!</span>")
loc = C
@@ -44,13 +44,9 @@
//Update the body's icon so it doesnt appear debrained anymore
C.update_hair()
/obj/item/organ/brain/Remove(mob/living/carbon/C, special = 0)
/obj/item/organ/brain/Remove(mob/living/carbon/C, special = 0, no_id_transfer = FALSE)
..()
if(!special)
if(C.has_brain_worms())
var/mob/living/simple_animal/borer/B = C.has_brain_worms()
B.leave_victim() //Should remove borer if the brain is removed - RR
if(!gc_destroyed || (owner && !owner.gc_destroyed))
if((!gc_destroyed || (owner && !owner.gc_destroyed)) && !no_id_transfer)
transfer_identity(C)
C.update_hair()
@@ -29,7 +29,7 @@
dizziness = 0
jitteriness = 0
if(istype(loc, /obj/mecha))
if(ismecha(loc))
var/obj/mecha/M = loc
if(M.occupant == src)
M.go_out()
@@ -277,9 +277,11 @@
if(!appears_dead)
if(stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
else if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
else
if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(InCritical())
msg += "[t_He] is barely concious.\n"
if(getorgan(/obj/item/organ/brain))
if(istype(src, /mob/living/carbon/human/interactive))
var/mob/living/carbon/human/interactive/auto = src
+1 -30
View File
@@ -21,41 +21,12 @@
set_species(dna.species.type)
//initialise organs
create_internal_organs()
create_internal_organs() //most of it is done in set_species now, this is only for parent call
handcrafting = new()
. = ..()
/mob/living/carbon/human/create_internal_organs()
if(!(NOHUNGER in dna.species.species_traits))
internal_organs += new /obj/item/organ/appendix
if(!(NOBREATH in dna.species.species_traits))
if(dna.species.mutantlungs)
internal_organs += new dna.species.mutantlungs()
else
internal_organs += new /obj/item/organ/lungs()
if(!(NOBLOOD in dna.species.species_traits))
internal_organs += new /obj/item/organ/heart
if(!(NOLIVER in dna.species.species_traits))
if(dna.species.mutantliver)
internal_organs += new dna.species.mutantliver()
else
internal_organs += new /obj/item/organ/liver()
if(!(NOSTOMACH in dna.species.species_traits))
if(dna.species.mutantstomach)
internal_organs += new dna.species.mutantstomach()
else
internal_organs += new /obj/item/organ/stomach()
internal_organs += new dna.species.mutanteyes
internal_organs += new dna.species.mutantears
internal_organs += new dna.species.mutanttongue
internal_organs += new /obj/item/organ/brain
..()
/mob/living/carbon/human/OpenCraftingMenu()
handcrafting.ui_interact(src)
+110 -74
View File
@@ -68,7 +68,8 @@
//Flight and floating
var/override_float = 0
var/obj/item/organ/brain/mutant_brain = /obj/item/organ/brain
var/obj/item/organ/eyes/mutanteyes = /obj/item/organ/eyes
var/obj/item/organ/ears/mutantears = /obj/item/organ/ears
var/obj/item/mutanthands
@@ -123,6 +124,113 @@
return 0
return 1
//Will regenerate missing organs
/datum/species/proc/regenerate_organs(mob/living/carbon/C,datum/species/old_species,replace_current=TRUE)
var/obj/item/organ/brain/brain = C.getorganslot("brain")
var/obj/item/organ/heart/heart = C.getorganslot("heart")
var/obj/item/organ/lungs/lungs = C.getorganslot("lungs")
var/obj/item/organ/appendix/appendix = C.getorganslot("appendix")
var/obj/item/organ/eyes/eyes = C.getorganslot("eye_sight")
var/obj/item/organ/ears/ears = C.getorganslot("ears")
var/obj/item/organ/tongue/tongue = C.getorganslot("tongue")
var/obj/item/organ/liver/liver = C.getorganslot("liver")
var/obj/item/organ/stomach/stomach = C.getorganslot("stomach")
var/should_have_brain = TRUE
var/should_have_heart = !(NOBLOOD in species_traits)
var/should_have_lungs = !(NOBREATH in species_traits)
var/should_have_appendix = !(NOHUNGER in species_traits)
var/should_have_eyes = TRUE
var/should_have_ears = TRUE
var/should_have_tongue = TRUE
var/should_have_liver = !(NOLIVER in species_traits)
var/should_have_stomach = !(NOSTOMACH in species_traits)
if(brain && (replace_current || !should_have_brain))
if(!brain.decoy_override)//Just keep it if it's fake
brain.Remove(C,TRUE,TRUE)
QDEL_NULL(brain)
if(should_have_brain && !brain)
brain = new mutant_brain()
brain.Insert(C, TRUE, TRUE)
if(heart && (!should_have_heart || replace_current))
heart.Remove(C,1)
QDEL_NULL(heart)
if(should_have_heart && !heart)
heart = new()
heart.Insert(C)
if(lungs && (replace_current || !should_have_lungs))
lungs.Remove(C,1)
QDEL_NULL(lungs)
if(should_have_lungs && !lungs)
if(mutantlungs)
lungs = new mutantlungs()
else
lungs = new()
lungs.Insert(C)
if(liver && (!should_have_liver || replace_current))
liver.Remove(C,1)
QDEL_NULL(liver)
if(should_have_liver && !liver)
if(mutantliver)
liver = new mutantliver()
else
liver = new()
liver.Insert(C)
if(stomach && (!should_have_stomach || replace_current))
stomach.Remove(C,1)
QDEL_NULL(stomach)
if(should_have_stomach && !stomach)
if(mutantstomach)
stomach = new mutantstomach()
else
stomach = new()
stomach.Insert(C)
if(appendix && (!should_have_appendix || replace_current))
appendix.Remove(C,1)
QDEL_NULL(appendix)
if(should_have_appendix && !appendix)
appendix = new()
appendix.Insert(C)
if(C.get_bodypart("head"))
if(eyes && (replace_current || !should_have_eyes))
eyes.Remove(C,1)
QDEL_NULL(eyes)
if(should_have_eyes && !eyes)
eyes = new mutanteyes
eyes.Insert(C)
if(ears && (replace_current || !should_have_ears))
ears.Remove(C,1)
QDEL_NULL(ears)
if(should_have_ears && !ears)
ears = new mutantears
ears.Insert(C)
if(tongue && (replace_current || !should_have_tongue))
tongue.Remove(C,1)
QDEL_NULL(tongue)
if(should_have_tongue && !tongue)
tongue = new mutanttongue
tongue.Insert(C)
if(old_species)
for(var/mutantorgan in old_species.mutant_organs)
var/obj/item/organ/I = C.getorgan(mutantorgan)
if(I)
I.Remove(C)
QDEL_NULL(I)
for(var/path in mutant_organs)
var/obj/item/organ/I = new path()
I.Insert(C)
/datum/species/proc/on_species_gain(mob/living/carbon/C, datum/species/old_species)
// Drop the items the new species can't wear
for(var/slot_id in no_equip)
@@ -138,79 +246,7 @@
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(FALSE)
var/obj/item/organ/heart/heart = C.getorganslot("heart")
var/obj/item/organ/lungs/lungs = C.getorganslot("lungs")
var/obj/item/organ/appendix/appendix = C.getorganslot("appendix")
var/obj/item/organ/eyes/eyes = C.getorganslot("eye_sight")
var/obj/item/organ/ears/ears = C.getorganslot("ears")
var/obj/item/organ/tongue/tongue = C.getorganslot("tongue")
var/obj/item/organ/liver/liver = C.getorganslot("liver")
var/obj/item/organ/stomach/stomach = C.getorganslot("stomach")
if((NOBLOOD in species_traits) && heart)
heart.Remove(C)
qdel(heart)
else if((!(NOBLOOD in species_traits)) && (!heart))
heart = new()
heart.Insert(C)
if(lungs)
qdel(lungs)
lungs = null
QDEL_NULL(liver)
QDEL_NULL(stomach)
if(C.get_bodypart("head"))
if(eyes)
qdel(eyes)
eyes = new mutanteyes
eyes.Insert(C)
if(ears)
qdel(ears)
ears = new mutantears
ears.Insert(C)
if(tongue)
qdel(tongue)
tongue = new mutanttongue
tongue.Insert(C)
if((!(NOBREATH in species_traits)) && !lungs)
if(mutantlungs)
lungs = new mutantlungs()
else
lungs = new()
lungs.Insert(C)
if((!(NOLIVER in species_traits)) && (!liver))
if(mutantliver)
liver = new mutantliver()
else
liver = new()
liver.Insert(C)
if((!(NOSTOMACH in species_traits)) && (!stomach))
if(mutantstomach)
stomach = new mutantstomach()
else
stomach = new()
stomach.Insert(C)
if((NOHUNGER in species_traits) && appendix)
qdel(appendix)
else if((!(NOHUNGER in species_traits)) && (!appendix))
appendix = new()
appendix.Insert(C)
for(var/path in mutant_organs)
var/obj/item/organ/I = new path()
I.Insert(C)
regenerate_organs(C,old_species)
if(exotic_bloodtype && C.dna.blood_type != exotic_bloodtype)
C.dna.blood_type = exotic_bloodtype
@@ -8,10 +8,13 @@
attack_sound = 'sound/weapons/slice.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
burnmod = 1.25
heatmod = 1.5
heatmod = 1.55
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/plant
disliked_food = NONE
liked_food = NONE
toxic_food = NONE
roundstart = TRUE
/datum/species/pod/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
@@ -34,18 +37,21 @@
if(H.nutrition > NUTRITION_LEVEL_FULL)
H.nutrition = NUTRITION_LEVEL_FULL
if(light_amount > 0.2) //if there's enough light, heal
H.heal_overall_damage(1,1)
H.adjustToxLoss(-1)
H.adjustOxyLoss(-1)
H.heal_overall_damage(0.05,0)
H.adjustOxyLoss(-0.5)
if(H.nutrition < NUTRITION_LEVEL_STARVING + 55)
H.adjustOxyLoss(5) //can eat to negate this unfortunately
H.adjustToxLoss(3)
if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
H.take_overall_damage(2,0)
/datum/species/pod/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.id == "plantbgone")
H.adjustToxLoss(3)
H.adjustToxLoss(5)
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
return 1
H.confused = max(H.confused, 1)
return TRUE
/datum/species/pod/on_hit(obj/item/projectile/P, mob/living/carbon/human/H)
switch(P.type)
@@ -1,3 +1,5 @@
#define HEART_RESPAWN_THRESHHOLD 40
/datum/species/shadow
// Humans cursed to stay in the darkness, lest their life forces drain. They regain health in shadow and die in light.
name = "???"
@@ -32,31 +34,21 @@
no_equip = list(slot_wear_mask, slot_wear_suit, slot_gloves, slot_shoes, slot_w_uniform, slot_s_store)
species_traits = list(NOBREATH,RESISTCOLD,RESISTPRESSURE,NOGUNS,NOBLOOD,RADIMMUNE,VIRUSIMMUNE,PIERCEIMMUNE,NODISMEMBER,NO_UNDERWEAR,NOHUNGER,NO_DNA_COPY,NOTRANSSTING)
mutanteyes = /obj/item/organ/eyes/night_vision/nightmare
var/obj/effect/proc_holder/spell/targeted/shadowwalk/shadowwalk
mutant_organs = list(/obj/item/organ/heart/nightmare)
mutant_brain = /obj/item/organ/brain/nightmare
var/info_text = "You are a <span class='danger'>Nightmare</span>. The ability <span class='warning'>shadow walk</span> allows unlimited, unrestricted movement in the dark using. \
Your <span class='warning'>light eater</span> will destroy any light producing objects you attack, as well as destroy any lights a living creature may be holding. You will automatically dodge gunfire and melee attacks when on a dark tile."
var/info_text = "You are a <span class='danger'>Nightmare</span>. The ability <span class='warning'>shadow walk</span> allows unlimited, unrestricted movement in the dark while activated. \
Your <span class='warning'>light eater</span> will destroy any light producing objects you attack, as well as destroy any lights a living creature may be holding. You will automatically dodge gunfire and melee attacks when on a dark tile. If killed, you will eventually revive if left in darkness."
/datum/species/shadow/nightmare/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
var/obj/effect/proc_holder/spell/targeted/shadowwalk/SW = new
C.AddSpell(SW)
shadowwalk = SW
var/obj/item/light_eater/blade = new
C.put_in_hands(blade)
to_chat(C, "[info_text]")
C.real_name = "Nightmare"
C.name = "Nightmare"
C.real_name = "[pick(GLOB.nightmare_names)]"
C.name = C.real_name
if(C.mind)
C.mind.name = "Nightmare"
C.dna.real_name = "Nightmare"
/datum/species/shadow/nightmare/on_species_loss(mob/living/carbon/C)
. = ..()
if(shadowwalk)
C.RemoveSpell(shadowwalk)
C.mind.name = C.real_name
C.dna.real_name = C.real_name
/datum/species/shadow/nightmare/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
var/turf/T = H.loc
@@ -68,6 +60,93 @@
return -1
return 0
//Organs
/obj/item/organ/brain/nightmare
name = "tumorous mass"
desc = "A fleshy growth that was dug out of the skull of a Nightmare."
icon_state = "brain-x-d"
var/obj/effect/proc_holder/spell/targeted/shadowwalk/shadowwalk
/obj/item/organ/brain/nightmare/Insert(mob/living/carbon/M, special = 0)
..()
if(M.dna.species.id != "nightmare")
M.set_species(/datum/species/shadow/nightmare)
visible_message("<span class='warning'>[M] thrashes as [src] takes root in their body!</span>")
var/obj/effect/proc_holder/spell/targeted/shadowwalk/SW = new
M.AddSpell(SW)
shadowwalk = SW
/obj/item/organ/brain/nightmare/Remove(mob/living/carbon/M, special = 0)
if(shadowwalk)
M.RemoveSpell(shadowwalk)
..()
/obj/item/organ/heart/nightmare
name = "heart of darkness"
desc = "An alien organ that twists and writhes when exposed to light."
icon = 'icons/obj/surgery.dmi'
icon_state = "demon_heart-on"
color = "#1C1C1C"
var/respawn_progress = 0
var/obj/item/light_eater/blade
/obj/item/organ/heart/nightmare/attack(mob/M, mob/living/carbon/user, obj/target)
if(M != user)
return ..()
user.visible_message("<span class='warning'>[user] raises [src] to their mouth and tears into it with their teeth!</span>", \
"<span class='danger'>[src] feels unnaturally cold in your hands. You raise [src] your mouth and devour it!</span>")
playsound(user, 'sound/magic/demon_consume.ogg', 50, 1)
user.visible_message("<span class='warning'>Blood erupts from [user]'s arm as it reforms into a weapon!</span>", \
"<span class='userdanger'>Icy blood pumps through your veins as your arm reforms itself!</span>")
user.temporarilyRemoveItemFromInventory(src, TRUE)
Insert(user)
/obj/item/organ/heart/nightmare/Insert(mob/living/carbon/M, special = 0)
..()
blade = new/obj/item/light_eater
M.put_in_hands(blade)
START_PROCESSING(SSobj, src)
/obj/item/organ/heart/nightmare/Remove(mob/living/carbon/M, special = 0)
STOP_PROCESSING(SSobj, src)
respawn_progress = 0
if(blade)
QDEL_NULL(blade)
M.visible_message("<span class='warning'>\The [blade] disintegrates!</span>")
..()
/obj/item/organ/heart/nightmare/Stop()
return 0
/obj/item/organ/heart/nightmare/update_icon()
return //always beating visually
/obj/item/organ/heart/nightmare/process()
if(QDELETED(owner) || owner.stat != DEAD)
respawn_progress = 0
return
var/turf/T = get_turf(owner)
if(istype(T))
var/light_amount = T.get_lumcount()
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
respawn_progress++
playsound(owner,'sound/effects/singlebeat.ogg',40,1)
if(respawn_progress >= HEART_RESPAWN_THRESHHOLD)
owner.revive(full_heal = TRUE)
owner.visible_message("<span class='warning'>[owner] staggers to their feet!</span>")
playsound(owner, 'sound/hallucinations/far_noise.ogg', 50, 1)
respawn_progress = 0
//Weapon
/obj/item/light_eater
name = "light eater"
icon_state = "arm_blade"
@@ -113,3 +192,5 @@
visible_message("<span class='danger'>[O] is disintegrated by [src]!</span>")
O.burn()
playsound(src, 'sound/items/welder.ogg', 50, 1)
#undef HEART_RESPAWN_THRESHHOLD
@@ -1,13 +1,13 @@
/datum/species/skeleton
// 2spooky
name = "Spooky Scary Skeleton"
id = "skeleton"
say_mod = "rattles"
blacklisted = 1
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton
species_traits = list(NOBREATH,RESISTHOT,RESISTCOLD,RESISTPRESSURE,NOBLOOD,RADIMMUNE,VIRUSIMMUNE,PIERCEIMMUNE,NOHUNGER,EASYDISMEMBER,EASYLIMBATTACHMENT)
mutant_organs = list(/obj/item/organ/tongue/bone)
damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
disliked_food = NONE
liked_food = NONE
/datum/species/skeleton
// 2spooky
name = "Spooky Scary Skeleton"
id = "skeleton"
say_mod = "rattles"
blacklisted = 1
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton
species_traits = list(NOBREATH,RESISTHOT,RESISTCOLD,RESISTPRESSURE,NOBLOOD,RADIMMUNE,VIRUSIMMUNE,PIERCEIMMUNE,NOHUNGER,EASYDISMEMBER,EASYLIMBATTACHMENT)
mutanttongue = /obj/item/organ/tongue/bone
damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
disliked_food = NONE
liked_food = NONE
@@ -9,7 +9,7 @@
blacklisted = 1
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
species_traits = list(NOBREATH,RESISTCOLD,RESISTPRESSURE,NOBLOOD,RADIMMUNE,NOZOMBIE,EASYDISMEMBER,EASYLIMBATTACHMENT,NOTRANSSTING)
mutant_organs = list(/obj/item/organ/tongue/zombie)
mutanttongue = /obj/item/organ/tongue/zombie
var/static/list/spooks = list('sound/hallucinations/growl1.ogg','sound/hallucinations/growl2.ogg','sound/hallucinations/growl3.ogg','sound/hallucinations/veryfar_noise.ogg','sound/hallucinations/wail.ogg')
disliked_food = NONE
liked_food = NONE
@@ -64,6 +64,6 @@
limbs_id = "zombie" //They look like zombies
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
mutant_organs = list(/obj/item/organ/tongue/zombie)
mutanttongue = /obj/item/organ/tongue/zombie
#undef REGENERATION_DELAY
+3 -2
View File
@@ -884,7 +884,7 @@
on_fire = 1
src.visible_message("<span class='warning'>[src] catches fire!</span>", \
"<span class='userdanger'>You're set on fire!</span>")
src.set_light(3)
new/obj/effect/dummy/fire(src)
throw_alert("fire", /obj/screen/alert/fire)
update_fire()
return TRUE
@@ -894,7 +894,8 @@
if(on_fire)
on_fire = 0
fire_stacks = 0
src.set_light(0)
for(var/obj/effect/dummy/fire/F in src)
qdel(F)
clear_alert("fire")
update_fire()
@@ -15,7 +15,7 @@
/mob/living/silicon/apply_effect(effect = 0,effecttype = STUN, blocked = FALSE)
return 0 //The only effect that can hit them atm is flashes and they still directly edit so this works for now
return FALSE //The only effect that can hit them atm is flashes and they still directly edit so this works for now
/mob/living/silicon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE) //immune to tox damage
return FALSE
@@ -30,8 +30,13 @@
return FALSE
/mob/living/silicon/adjustStaminaLoss(amount, updating_stamina = 1)//immune to stamina damage.
return
return FALSE
/mob/living/silicon/setStaminaLoss(amount, updating_stamina = 1)
return
return FALSE
/mob/living/silicon/adjustBrainLoss(amount)
return FALSE
/mob/living/silicon/setBrainLoss(amount)
return FALSE
@@ -180,10 +180,13 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
new /obj/effect/temp_visual/guardian/phase(loc)
/mob/living/simple_animal/hostile/guardian/canSuicide()
return 0
return FALSE
/mob/living/simple_animal/hostile/guardian/proc/is_deployed()
return loc != summoner
/mob/living/simple_animal/hostile/guardian/AttackingTarget()
if(loc == summoner)
if(!is_deployed())
to_chat(src, "<span class='danger'><B>You must be manifested to attack!</span></B>")
return FALSE
else
@@ -28,7 +28,7 @@
/mob/living/simple_animal/hostile/guardian/healer/AttackingTarget()
. = ..()
if(. && toggle && iscarbon(target))
if(is_deployed() && toggle && iscarbon(target))
var/mob/living/carbon/C = target
C.adjustBruteLoss(-5)
C.adjustFireLoss(-5)
@@ -105,22 +105,22 @@
/mob/living/simple_animal/hostile/poison/bees/CanAttack(atom/the_target)
. = ..()
if(!.)
return 0
return FALSE
if(isliving(the_target))
var/mob/living/H = the_target
return !H.bee_friendly()
/mob/living/simple_animal/hostile/poison/bees/Found(atom/A)
if(isliving(A))
var/mob/living/H = A
return !H.bee_friendly()
if(istype(A, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/Hydro = A
if(Hydro.myseed && !Hydro.dead && !Hydro.recent_bee_visit)
wanted_objects |= typecacheof(/obj/machinery/hydroponics) //so we only hunt them while they're alive/seeded/not visisted
return 1
if(isliving(A))
var/mob/living/H = A
return !H.bee_friendly()
return 0
return TRUE
return FALSE
/mob/living/simple_animal/hostile/poison/bees/AttackingTarget()
@@ -187,7 +187,7 @@
if(loc == beehome)
idle = min(100, ++idle)
if(idle >= BEE_IDLE_ROAMING && prob(BEE_PROB_GOROAM))
forceMove(get_turf(beehome))
forceMove(beehome.drop_location())
else
idle = max(0, --idle)
if(idle <= BEE_IDLE_GOHOME && prob(BEE_PROB_GOHOME))
@@ -200,6 +200,7 @@
continue
BB.bees |= src
beehome = BB
break // End loop after the first compatible find.
/mob/living/simple_animal/hostile/poison/bees/toxin/Initialize()
. = ..()
@@ -215,7 +216,7 @@
//the Queen doesn't leave the box on her own, and she CERTAINLY doesn't pollinate by herself
/mob/living/simple_animal/hostile/poison/bees/queen/Found(atom/A)
return 0
return FALSE
//leave pollination for the peasent bees
@@ -234,10 +235,10 @@
/mob/living/simple_animal/hostile/poison/bees/proc/reagent_incompatible(mob/living/simple_animal/hostile/poison/bees/B)
if(!B)
return 0
return FALSE
if(B.beegent && beegent && B.beegent.id != beegent.id || B.beegent && !beegent || !B.beegent && beegent)
return 1
return 0
return TRUE
return FALSE
/obj/item/queen_bee
@@ -255,7 +256,7 @@
if(S.reagents.has_reagent("royal_bee_jelly")) //checked twice, because I really don't want royal bee jelly to be duped
if(S.reagents.has_reagent("royal_bee_jelly",5))
S.reagents.remove_reagent("royal_bee_jelly", 5)
var/obj/item/queen_bee/qb = new(get_turf(user))
var/obj/item/queen_bee/qb = new(user.drop_location())
qb.queen = new(qb)
if(queen && queen.beegent)
qb.queen.assign_reagent(queen.beegent) //Bees use the global singleton instances of reagents, so we don't need to worry about one bee being deleted and her copies losing their reagents.
@@ -115,7 +115,11 @@
if(can_see(targets_from, HM, vision_range))
. += HM
else
. = oview(vision_range, targets_from)
. = list() // The following code is only very slightly slower than just returning oview(vision_range, targets_from), but it saves us much more work down the line, particularly when bees are involved
for (var/obj/A in oview(vision_range, targets_from))
. += A
for (var/mob/A in oview(vision_range, targets_from))
. += A
/mob/living/simple_animal/hostile/proc/FindTarget(var/list/possible_targets, var/HasTargetsList = 0)//Step 2, filter down possible targets to things we actually care about
. = list()
@@ -165,7 +169,7 @@
return chosen_target
// Please do not add one-off mob AIs here, but override this function for your mob
/mob/living/simple_animal/hostile/CanAttack(atom/the_target)//Can we actually attack a possible target?
/mob/living/simple_animal/hostile/CanAttack(atom/the_target)//Can we actually attack a possible target?
if(isturf(the_target) || !the_target || the_target.type == /atom/movable/lighting_object) // bail out on invalids
return FALSE
@@ -187,7 +191,7 @@
return FALSE
return TRUE
if(istype(the_target, /obj/mecha))
if(ismecha(the_target))
var/obj/mecha/M = the_target
if(M.occupant)//Just so we don't attack empty mechs
if(CanAttack(M.occupant))
@@ -184,7 +184,7 @@
mecha_face_target(target)
target.mech_melee_attack(mecha)
else
if(istype(target, /obj/mecha))
if(ismecha(target))
var/obj/mecha/M = target
if(is_valid_mecha(M))
enter_mecha(M)
@@ -259,7 +259,7 @@
//Yes they actually try and pull this shit
//~simple animals~
/mob/living/simple_animal/hostile/syndicate/mecha_pilot/CanAttack(atom/the_target)
if(istype(the_target, /obj/mecha))
if(ismecha(the_target))
var/obj/mecha/M = the_target
if(mecha)
if(M == mecha || !CanAttack(M.occupant))
@@ -385,6 +385,7 @@ Difficulty: Medium
melee_damage_lower = 30
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
loot = list()
butcher_results = list(/obj/item/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/bone = 30)
/mob/living/simple_animal/hostile/megafauna/dragon/lesser/grant_achievement(medaltype,scoretype)
return
@@ -62,6 +62,9 @@
return TRUE
if(isobj(the_target) && is_type_in_typecache(the_target, wanted_objects))
return TRUE
return FALSE
/mob/living/simple_animal/hostile/asteroid/gutlunch/Destroy()
@@ -1,47 +1,47 @@
/mob/living/simple_animal/hostile/retaliate
var/list/enemies = list()
/mob/living/simple_animal/hostile/retaliate/Found(atom/A)
if(isliving(A))
var/mob/living/L = A
if(!L.stat)
return L
else
enemies -= L
else if(istype(A, /obj/mecha))
var/obj/mecha/M = A
if(M.occupant)
return A
/mob/living/simple_animal/hostile/retaliate/ListTargets()
if(!enemies.len)
return list()
var/list/see = ..()
see &= enemies // Remove all entries that aren't in enemies
return see
/mob/living/simple_animal/hostile/retaliate/proc/Retaliate()
var/list/around = view(src, vision_range)
for(var/atom/movable/A in around)
if(A == src)
continue
if(isliving(A))
var/mob/living/M = A
if(faction_check_mob(M) && attack_same || !faction_check_mob(M))
enemies |= M
else if(istype(A, /obj/mecha))
var/obj/mecha/M = A
if(M.occupant)
enemies |= M
enemies |= M.occupant
for(var/mob/living/simple_animal/hostile/retaliate/H in around)
if(faction_check_mob(H) && !attack_same && !H.attack_same)
H.enemies |= enemies
return 0
/mob/living/simple_animal/hostile/retaliate/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
. = ..()
if(. > 0 && stat == CONSCIOUS)
Retaliate()
/mob/living/simple_animal/hostile/retaliate
var/list/enemies = list()
/mob/living/simple_animal/hostile/retaliate/Found(atom/A)
if(isliving(A))
var/mob/living/L = A
if(!L.stat)
return L
else
enemies -= L
else if(ismecha(A))
var/obj/mecha/M = A
if(M.occupant)
return A
/mob/living/simple_animal/hostile/retaliate/ListTargets()
if(!enemies.len)
return list()
var/list/see = ..()
see &= enemies // Remove all entries that aren't in enemies
return see
/mob/living/simple_animal/hostile/retaliate/proc/Retaliate()
var/list/around = view(src, vision_range)
for(var/atom/movable/A in around)
if(A == src)
continue
if(isliving(A))
var/mob/living/M = A
if(faction_check_mob(M) && attack_same || !faction_check_mob(M))
enemies |= M
else if(ismecha(A))
var/obj/mecha/M = A
if(M.occupant)
enemies |= M
enemies |= M.occupant
for(var/mob/living/simple_animal/hostile/retaliate/H in around)
if(faction_check_mob(H) && !attack_same && !H.attack_same)
H.enemies |= enemies
return 0
/mob/living/simple_animal/hostile/retaliate/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
. = ..()
if(. > 0 && stat == CONSCIOUS)
Retaliate()
@@ -317,7 +317,7 @@
var/mob/living/L = the_target
if(L.stat != CONSCIOUS)
return 0
if (istype(the_target, /obj/mecha))
if (ismecha(the_target))
var/obj/mecha/M = the_target
if (M.occupant)
return 0
+1 -1
View File
@@ -386,7 +386,7 @@
set category = "Object"
set src = usr
if(istype(loc, /obj/mecha))
if(ismecha(loc))
return
if(incapacitated())
+6 -8
View File
@@ -329,16 +329,14 @@
continue
loc_landmark = sloc.loc
if(!loc_landmark)
for(var/obj/effect/landmark/tripai in GLOB.landmarks_list)
if(tripai.name == "tripai")
if(locate(/mob/living/silicon/ai) in tripai.loc)
continue
loc_landmark = tripai.loc
for(var/obj/effect/landmark/tripai/L in GLOB.landmarks_list)
if(locate(/mob/living/silicon/ai) in L.loc)
continue
loc_landmark = L.loc
if(!loc_landmark)
to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
for(var/obj/effect/landmark/start/sloc in GLOB.landmarks_list)
if (sloc.name == "AI")
loc_landmark = sloc.loc
for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
loc_landmark = sloc.loc
if(!transfer_after)
mind.active = FALSE
+2 -4
View File
@@ -39,11 +39,9 @@ Contents:
//selecting a spawn_loc
if(!spawn_loc)
var/list/spawn_locs = list()
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
switch(L.name)
if("ninjaspawn","carpspawn")
spawn_locs += L.loc
spawn_locs += L.loc
if(!spawn_locs.len)
return kill()
spawn_loc = pick(spawn_locs)
+14 -7
View File
@@ -32,16 +32,24 @@
. = ..()
addtimer(CALLBACK(src, .proc/controllerscan), 10)
/obj/machinery/am_shielding/proc/overheat()
visible_message("<span class='danger'>[src] melts!</span>")
new /obj/effect/hotspot(loc)
qdel(src)
/obj/machinery/am_shielding/proc/collapse()
visible_message("<span class='notice'>[src] collapses back into a container!</span>")
new /obj/item/device/am_shielding_container(drop_location())
qdel(src)
/obj/machinery/am_shielding/proc/controllerscan(priorscan = 0)
//Make sure we are the only one here
if(!istype(src.loc, /turf))
qdel(src)
return
if(!isturf(loc))
collapse()
for(var/obj/machinery/am_shielding/AMS in loc.contents)
if(AMS == src)
continue
qdel(src)
collapse()
return
//Search for shielding first
@@ -59,7 +67,7 @@
if(!priorscan)
addtimer(CALLBACK(src, .proc/controllerscan, 1), 20)
return
qdel(src)
collapse()
/obj/machinery/am_shielding/Destroy()
@@ -67,7 +75,6 @@
control_unit.remove_shielding(src)
if(processing)
shutdown_core()
visible_message("<span class='danger'>The [src.name] melts!</span>")
//Might want to have it leave a mess on the floor but no sprites for now
return ..()
@@ -209,7 +216,7 @@
if(injecting_fuel && control_unit)
control_unit.exploding = 1
if(src)
qdel(src)
overheat()
return
+1 -1
View File
@@ -278,7 +278,7 @@
//dist_check - set to only shock mobs within 1 of source (vendors, airlocks, etc.)
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/carbon/M, power_source, obj/source, siemens_coeff = 1, dist_check = FALSE)
if(istype(M.loc, /obj/mecha))
if(ismecha(M.loc))
return 0 //feckin mechs are dumb
if(dist_check)
if(!in_range(source,M))
@@ -58,7 +58,7 @@
if(isliving(mover))
shock(mover)
if(istype(mover, /obj/machinery) || isstructure(mover) || istype(mover, /obj/mecha))
if(istype(mover, /obj/machinery) || isstructure(mover) || ismecha(mover))
bump_field(mover)
/obj/machinery/field/containment/proc/set_master(master1,master2)
@@ -90,13 +90,13 @@
if(isliving(mover))
shock(mover)
return
if(istype(mover, /obj/machinery) || isstructure(mover) || istype(mover, /obj/mecha))
if(istype(mover, /obj/machinery) || isstructure(mover) || ismecha(mover))
bump_field(mover)
return
/obj/machinery/field/CanPass(atom/movable/mover, turf/target)
if(hasShocked || isliving(mover) || istype(mover, /obj/machinery) || isstructure(mover) || istype(mover, /obj/mecha))
if(hasShocked || isliving(mover) || istype(mover, /obj/machinery) || isstructure(mover) || ismecha(mover))
return FALSE
return ..()
@@ -1,62 +1,65 @@
/obj/effect/accelerated_particle
name = "Accelerated Particles"
desc = "Small things moving very fast."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "particle"
/obj/effect/accelerated_particle
name = "Accelerated Particles"
desc = "Small things moving very fast."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "particle"
anchored = TRUE
density = FALSE
var/movement_range = 10
var/energy = 10
var/speed = 1
/obj/effect/accelerated_particle/weak
movement_range = 8
energy = 5
/obj/effect/accelerated_particle/strong
movement_range = 15
energy = 15
/obj/effect/accelerated_particle/powerful
movement_range = 20
energy = 50
/obj/effect/accelerated_particle/New(loc)
..()
addtimer(CALLBACK(src, .proc/move), 1)
var/movement_range = 10
var/energy = 10
var/speed = 1
/obj/effect/accelerated_particle/weak
movement_range = 8
energy = 5
/obj/effect/accelerated_particle/strong
movement_range = 15
energy = 15
/obj/effect/accelerated_particle/powerful
movement_range = 20
energy = 50
/obj/effect/accelerated_particle/New(loc)
..()
addtimer(CALLBACK(src, .proc/move), 1)
/obj/effect/accelerated_particle/Collide(atom/A)
if(A)
if(isliving(A))
toxmob(A)
else if(istype(A, /obj/machinery/the_singularitygen))
var/obj/machinery/the_singularitygen/S = A
S.energy += energy
else if(istype(A, /obj/singularity))
var/obj/singularity/S = A
S.energy += energy
/obj/effect/accelerated_particle/Crossed(atom/A)
if(isliving(A))
toxmob(A)
/obj/effect/accelerated_particle/ex_act(severity, target)
qdel(src)
/obj/effect/accelerated_particle/proc/toxmob(mob/living/M)
M.rad_act(energy*6)
/obj/effect/accelerated_particle/proc/move()
if(!step(src,dir))
forceMove(get_step(src,dir))
movement_range--
if(movement_range == 0)
qdel(src)
else
sleep(speed)
move()
if(A)
if(isliving(A))
toxmob(A)
else if(istype(A, /obj/machinery/the_singularitygen))
var/obj/machinery/the_singularitygen/S = A
S.energy += energy
else if(istype(A, /obj/singularity))
var/obj/singularity/S = A
S.energy += energy
else if(istype(A, /obj/structure/blob))
var/obj/structure/blob/B = A
B.take_damage(energy*0.6)
movement_range = 0
/obj/effect/accelerated_particle/Crossed(atom/A)
if(isliving(A))
toxmob(A)
/obj/effect/accelerated_particle/ex_act(severity, target)
qdel(src)
/obj/effect/accelerated_particle/proc/toxmob(mob/living/M)
M.rad_act(energy*6)
/obj/effect/accelerated_particle/proc/move()
if(!step(src,dir))
forceMove(get_step(src,dir))
movement_range--
if(movement_range == 0)
qdel(src)
else
sleep(speed)
move()
+1 -1
View File
@@ -144,7 +144,7 @@
ignore_source_check = TRUE
return FALSE
if(firer && !ignore_source_check)
if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
if(A == firer || (A == firer.loc && ismecha(A))) //cannot shoot yourself or your mech
loc = A.loc
return FALSE
@@ -45,7 +45,7 @@
..()
explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
if(istype(target, /obj/mecha))
if(ismecha(target))
var/obj/mecha/M = target
M.take_damage(anti_armour_damage)
if(issilicon(target))
@@ -608,6 +608,14 @@
build_path = /obj/item/device/electropack
category = list("hacked", "Tools")
/datum/design/shock_collar
name = "Shock Collar"
id = "shock_collar"
build_type = AUTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 2000)
build_path = /obj/item/device/electropack/shockcollar
category = list("hacked", "Security")
/datum/design/large_welding_tool
name = "Industrial Welding Tool"
id = "large_welding_tool"
+1
View File
@@ -67,6 +67,7 @@ GLOBAL_LIST_INIT(message_servers, list())
icon = 'icons/obj/machines/research.dmi'
icon_state = "server"
name = "Messaging Server"
desc = "A machine that attempts to gather the secret knowledge of the universe."
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
@@ -25,6 +25,9 @@
if(H.stat)
visible_message("<span class='warning'>Serrated tendrils eagerly pull [H] to [src], tearing the body apart as its blood seeps over the eggs.</span>")
playsound(get_turf(src),'sound/magic/demon_consume.ogg', 100, 1)
for(var/obj/item/W in H)
if(!H.dropItemToGround(W))
qdel(W)
if(ismegafauna(H))
meat_counter += 20
else
@@ -89,6 +89,8 @@ SERVER_TOOLS_DEFINE_AND_SET_GLOBAL(server_tools_api_compatible, FALSE)
return "No message set!"
SERVER_TOOLS_WORLD_ANNOUNCE(msg)
return "SUCCESS"
if(SERVICE_CMD_PLAYER_COUNT)
return "[SERVER_TOOLS_CLIENT_COUNT]"
if(SERVICE_CMD_LIST_CUSTOM)
return json_encode(ListServiceCustomCommands(FALSE))
else
+1
View File
@@ -1,5 +1,6 @@
/obj/machinery/computer/shuttle
name = "shuttle console"
desc = "A shuttle control computer."
icon_screen = "shuttle"
icon_keyboard = "tech_key"
light_color = LIGHT_COLOR_CYAN
+1
View File
@@ -1,5 +1,6 @@
/obj/machinery/computer/shuttle/ferry
name = "transport ferry console"
desc = "A console that controls the transport ferry."
circuit = /obj/item/circuitboard/computer/ferry
shuttleId = "ferry"
possible_destinations = "ferry_home;ferry_away"
+3
View File
@@ -2,6 +2,7 @@
/obj/machinery/computer/shuttle/syndicate
name = "syndicate shuttle terminal"
desc = "The terminal used to control the syndicate transport shuttle."
circuit = /obj/item/circuitboard/computer/syndicate_shuttle
icon_screen = "syndishuttle"
icon_keyboard = "syndie_key"
@@ -13,6 +14,7 @@
/obj/machinery/computer/shuttle/syndicate/recall
name = "syndicate shuttle recall terminal"
desc = "Use this if your friends left you behind."
possible_destinations = "syndicate_away"
@@ -27,6 +29,7 @@
/obj/machinery/computer/shuttle/syndicate/drop_pod
name = "syndicate assault pod control"
desc = "Controls the drop pod's launch system."
icon = 'icons/obj/terminals.dmi'
icon_state = "dorm_available"
light_color = LIGHT_COLOR_BLUE
@@ -49,6 +49,9 @@
/obj/item/melee/touch_attack/disintegrate/afterattack(atom/target, mob/living/carbon/user, proximity)
if(!proximity || target == user || !ismob(target) || !iscarbon(user) || user.lying || user.handcuffed) //exploding after touching yourself would be bad
return
if(!user.can_speak_vocal())
to_chat(user, "<span class='notice'>You can't get the words out!</span>")
return
var/mob/M = target
do_sparks(4, FALSE, M.loc)
M.gib()
@@ -68,6 +71,9 @@
if(user.lying || user.handcuffed)
to_chat(user, "<span class='warning'>You can't reach out!</span>")
return
if(!user.can_speak_vocal())
to_chat(user, "<span class='notice'>You can't get the words out!</span>")
return
var/mob/living/M = target
M.Stun(40)
M.petrify()
@@ -25,8 +25,9 @@
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
playsound(get_turf(user), 'sound/magic/ethereal_enter.ogg', 50, 1, -1)
visible_message("<span class='boldwarning'>[user] melts into the shadows!</span>")
user.AdjustStun(-20, 0)
user.AdjustKnockdown(-20, 0)
user.SetStun(0, FALSE)
user.SetKnockdown(0, FALSE)
user.setStaminaLoss(0, 0)
var/obj/effect/dummy/shadow/S2 = new(get_turf(user.loc))
user.forceMove(S2)
S2.jaunter = user
@@ -10,6 +10,8 @@
var/slot
// DO NOT add slots with matching names to different zones - it will break internal_organs_slot list!
var/vital = 0
//Was this organ implanted/inserted/etc, if true will not be removed during species change.
var/external = FALSE
/obj/item/organ/proc/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
+1 -1
View File
@@ -55,7 +55,7 @@
/datum/uplink_item/ammo/pistolzzz
name = "10mm Soporific Magazine"
desc = "An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with soporific rounds that put the target to sleep. \
NOTE: Soporific is not instant acting due to the constraints of the round's scale. Will usually require two shots to take effect."
NOTE: Soporific is not instant acting due to the constraints of the round's scale. Will usually require three shots to take effect."
item = /obj/item/ammo_box/magazine/m10mm/soporific
cost = 2